recursal/Fanatic-Fandom huggingface dataset:
Biologist Field Team

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

*See also: Feats, Team Feats*

You and your allies are noted scientists, able to work together to conduct analysis and experiments both in the field and in the lab.

**Prerequisite:** Trained in Knowledge (Life Sciences)

**Effect:** You gain a +3 competence bonus to Knowledge (Life Sciences) checks. At the time you make a check, for each ally within 12 squares of you who also has this Feat, the competence bonus increases by 1 (to a maximum of +7). Additionally, when you use the Aid Another Action to assist an ally who has this Feat with a Knowledge (Life Sciences) check, you provide a +4 bonus instead of +2.
Bannamu

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

*Affiliations: The Fringe*

A convicted pickpocket in Coruscant's underworld, Bannamu has been arrested many times by the Republic Judiciary, and is listed as a repeat offender in the datacore. Nine months into the Clone Wars, Bannamu plies his nefarious trade at a cantina when Car Affa, a noted arms dealer, is arrested by Jedi Knight Anakin Skywalker. Bannamu, not one for violence, flees out the door when the blasting started. On his way out, he notices a Togruta Jedi Padawan. Sensing the opportunity of a lifetime, Bannamu lifted her Lightsaber right off her belt.

After trying to sell it to black marketeers Lauli Wahlo and Jan Dez, Bannamu finds a buyer in Nack Movers. Happy with the price the Jedi weapon fetched, he retreats to his room at the Spider Arms Hostel, but his quiet celebration isn't to last. The Padawan, alongside an aged Jedi Master track him down, and brutally interrogate him. Bannamu, with little loyalty to his customers, gives up Movers' name and location at the first hint of violence. The Jedi leave in a hurry without arresting Bannamu, but the sly Patrolian knew it was a temporary oversight, and checks out of his room to avoid another arrest.

## Bannamu Statistics (CL 3)

Medium Patrolian Scoundrel 1/Noble 1/Scout 1

**Force Points:** 6; **Dark Side Score:** 2

**Initiative:** +4; **Senses:** Perception +8

**Languages:** Basic, Dosh, Huttese, Patrolli, Quarrenese

### Defenses

Reflex Defense: 18 (Flat-Footed: 15), Fortitude Defense: 14, Will Defense: 17; **Blend In**

Hit Points: 27, Damage Threshold: 14 (19 vs Stun)

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +0 (1d4+1)

**Ranged:** By Weapon +3

**Base Attack Bonus:** +0, **Grapple:** +3

**Attack Options:** Point-Blank Shot

**Species Traits (Patrolian):** Breathe Underwater, Expert Swimmer, Stun Resistance

### Base Stats

**Abilities:** Strength 10, Dexterity 16, Constitution 10, Intelligence 13, Wisdom 14, Charisma 11

**Talents:** **Art of Concealment**, **Barter**, **Blend In**

**Feats:** Improved Sleight of Hand, Linguist, Point-Blank Shot, Skill Focus (Deception), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +11, Knowledge (Galactic Lore) +7, Perception +8, Stealth +9 (Improved Sleight of Hand; may Take 10 to Conceal Item, may Conceal Item as a Swift Action), Use Computer +7

**Possessions:** Credit Chip (200 credits), Datapad, Utility Belt
Arkanian Offshoot Police Officer

*Arkanian Offshoot Police Officer character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Sector Rangers, CorSec*

Police Officers are charged with keeping the peace and enforcing laws. Depending on each world and its laws, a Police Officer can be anything from little more than a monitor who has little authority to a brutal instrument of the state. The vast majority of Police Officers fall in the middle ground. They have the authority to detain suspicious individuals, make arrests (with sufficient evidence), and use deadly force in self-defense or to protect bystanders from harm.

Most Police Officers are overworked and underpaid, but continue to do an otherwise thankless job for the sake of keeping the streets safe. Customs and laws of various worlds make bribery a possibility when dealing with Police Officers- minor violations might be overlooked for the right amount of credits.

The statistics provided here can be used for security guards, private defense contractors, and other individuals dedicated to community protection.

## Arkanian Offshoot Police Officer Statistics (CL 2)

Medium Arkanian Offshoot Nonheroic 6

**Initiative:** +5; **Senses:** Perception +7

**Languages:** Arkanian, Basic

### Defenses

Reflex Defense: 16 (Flat-Footed: 14), Fortitude Defense: 9, Will Defense: 9

Hit Points: 8, Damage Threshold: 9

### Offense

**Speed:** 6 Squares

**Melee:** Stun Baton +5 (2d6+1 (Stun))

**Ranged:** Blaster Pistol +6 (3d6)

**Base Attack Bonus:** +4, **Grapple:** +6; Pin

**Special Actions:** Determination

**Species Traits (Arkanian Offshoot):** Conditional Bonus Feat (Skill Focus (Endurance)), Determination

### Base Stats

**Abilities:** Strength 13, Dexterity 14, Constitution 9, Intelligence 10, Wisdom 9, Charisma 8

**Feats:** Armor Proficiency (Light), Pin, Skill Focus (Endurance), Skill Training (Endurance), Skill Training (Knowledge (Bureaucracy)), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +12, Knowledge (Bureaucracy) +8, Perception +7

**Possessions:** Combat Jumpsuit (+4 Reflex), Blaster Pistol, Stun Baton, Comlink (Short-Range, Encrypted)
BlasTech Proximity Mine

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

These explosives were typically used by commando units during the Clone Wars. A small shaped charge focuses a forward-directing blast when movement is detected within 2 squares in front of the device.

While the BlasTech Proximity Mine itself has a fairly low yield when compared to other explosives, typically they were attached to combustible materials to create a much larger explosion when an unsuspecting target ventured too close. The detonation explodes in a 2x4-Square Cone.

**Weapon** **Type:** Mines

**Size:** Tiny

**Cost:** 750

**Damage:** 2d4

**Weight:** 1 Kilogram

**Type:** Energy

**Availability:** Restricted
Bao-Dur

*Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide*

*Affiliations: The Old Republic, The Exile*

Bao-Dur is a highly talented inventor and technician. During The Mandalorian Wars, he serves with The Exile as a tech and refers to them as "General" even years after the war's end. He is responsible for creating The Mass Shadow Generator used to destroy Malachor V and end The Mandalorian Wars. However, the invention also kills a great number of his allies and own forces in the process. He does not escape without injury, losing most of his left arm in the battle. He builds himself an impressive cybernetic replacement that features an energy binding instead of a mechanical elbow.

Bao-Dur is haunted for years by the outcome of Malachor V. He becomes a pacifist and attempts to redeem himself and repay his perceived debt to the galaxy. He ends up working in the rehabilitation efforts of Telos IV. There he once again encounters the General- now The Exile. He rejoins them, traveling with them in their quest for The Jedi and The Sith. At the end of The Exile's quest, they return to Malachor V, where Bao-Dur programs his Remote to activate The Mass Shadow Generator for a final time.

## Bao-Dur Statistics (CL 9)

Medium Zabrak Scoundrel 9

**Destiny Points:** 1; **Force Points:** 7; **Dark Side Score:** 2

**Initiative:** +9; **Senses:** Perception +11

**Languages:** Basic, Binary, Bocce, Ithorese, Zabrak

### Defenses

Reflex Defense: 22 (Flat-Footed: 22), Fortitude Defense: 22, Will Defense: 23

Hit Points: 64, Damage Threshold: 22

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed (Energy-Binding Prosthesis) +8 (1d6+6)

**Melee:** Vibroblade +8 (2d6+6)

**Melee:** Vibroblade +5\* (2d6+9)

**Ranged:** Blaster Pistol +6 (3d6+4)

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

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

**Special Actions:** Gearhead, **Gimmick**, **Hyperdriven**, **Knack**, Tech Specialist

**Species Traits (Zabrak):** Heightened Awareness, Superior Defenses

*\*Includes 3 points of Power Attack*

### Base Stats

**Abilities:** Strength 14, Dexterity 11, Constitution 14, Intelligence 16, Wisdom 14, Charisma 10

**Talents:** **Gimmick**, **Hyperdriven**, **Knack**, **Master Slicer**, **Trace**

**Feats:** Force Sensitivity, Gearhead, Martial Arts I, Point-Blank Shot, Power Attack, Skill Focus (Mechanics), Skill Focus (Use Computer), Tech Specialist, Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Gather Information +17, Knowledge (Physical Sciences) +12, Knowledge (Technology) +17, Mechanics +17, Perception +11 (may reroll, must take second result), Stealth +9, Use Computer +17 (may reroll to Improve Access, may keep better result; may substitute for Gather Information checks)

**Possessions:** Blaster Pistol, Vibroblade, Energy-Binding Prosthesis, Remote (As Marksman-H Combat Remote)
Bayonet Ring

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

**Upgrade Type:** Weapon Upgrade

**Cost:** 100% of Weapon Cost

**Upgrade Point Cost:** 0

**Availability:** Common

A Bayonet Ring is a simple upgrade added to a melee weapon of Small or lesser size. Once upgraded, the weapon can be mounted on a specific type of ranged weapon. The type of ranged weapon must be chosen at the time you install the upgrade; the weapon must be of Medium size, and it cannot require a Bipod or other mount for any normal operation (such as a Heavy Repeating Blaster). The most common combination is placing a Vibrodagger on a Blaster Rifle, but other combinations are possible as well (such as a Stun Baton mounted onto a Grenade Launcher, a combination preferred for riot control).

While the upgraded melee weapon is mounted on its ranged weapon, the combined weapon becomes Large size, and it must be wielded in two hands. In addition, the melee weapon's damage dice increase by one step: d2s to d3s, d3s to d4s, d4s to d6s, d6s to d8s, d8s to d10s, and d10s to d12s. However, its damage type and Weapon Group stay the same despite these changes, and it is otherwise treated as a Bayonet in all respects. Both the melee weapon with the Bayonet Ring Weapon Upgrade and the ranged weapon can be used separately; mounting or removing the upgraded melee weapon requires a Move Action.
Biotech Surgery

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

*See also: Feats*

You can perform the surgical procedures necessary to graft Biotech components onto living flesh, similar to those used by the Yuuzhan Vong.

**Prerequisite:** Trained in Treat Injury

**Effect:** You can install Bio-Implants onto a living being. The surgical procedure takes 1 hour of uninterrupted work, after which you must make a DC 20 Treat Injury check. If the check succeeds, the prosthesis is installed correctly. If the check fails, the prosthesis is not installed properly; however, you can try again after another uninterrupted hour of surgery.

**Special:** You can install Bio-Implants on yourself, but you take a -5 penalty on the Treat Injury check. If you have the Surgical Expertise Feat, you can install a Bio-Implant in 10 minutes instead of 1 hour.
BB-Series Astromech Droid

*BB-Series Astromech Droid data created by Wikia users Lukewarner and Max Waspace.*

*Affiliations: General Units*

A newer iteration of the Astromech Droid by Industrial Automaton, the BB-Series Astromech Droid has a slimmer chassis, advanced programming, and a more robust frame compared to the earlier R-Series of Astromechs. The BB-Series' spherical frame in particular allows for a greater range of movement, and more space can be dedicated to tools and equipment. This model is especially popular during The Resistance Era, used by both major powers in the conflict.

#### **Modification: Heavy Duty Upgrade**

It is possible to upgrade a BB unit so that it can withstand most crashes and ship malfunctions. The first step is to replace the Wheeled Locomotion with Tracked Locomotion for more traction, then equip the Droid with a Durasteel Shell for 8000 credits. Alternately you can use a Duravlex Shell to resist Fire and Extreme Heat, costing only 5000 credits.

BB-Series Astromech Droids can be played as Droid Heroes.

## BB-Series Astromech Droid Statistics (CL 1)

Tiny 2nd-Degree Droid Technician 1

**Force Points:** 1

**Initiative:** +4; **Senses:** Perception +3

**Languages:** Basic (understand only), Binary, 2 Unassigned

### Defenses

Reflex Defense: 14 (Flat-Footed: 13), Fortitude Defense: 11, Will Defense: 15

Hit Points: 18, Damage Threshold: 11

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Wheeled)

**Melee:** Electroshock Probe +0 (1d8 (Ion))

**Ranged:** By Weapon +1

**Base Attack Bonus:** +0; **Grapple:** +0

**Special Actions:** **Adept Assistant**, Tech Specialist

### Base Stats

**Abilities:** Strength 10, Dexterity 12, Constitution -, Intelligence 15, Wisdom 14, Charisma 13

**Talents:** **Adept Assistant**

**Feats:** Skill Focus (Mechanics), Skill Focus (Use Computer), Tech Specialist, Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +6, Knowledge (Galactic Lore) +7, Knowledge (Physical Sciences) +7, Knowledge (Tactics) +7, Knowledge (Technology) +7, Mechanics +12 (+14 to Diagnose Problems), Perception +7, Pilot +6, Use Computer +12

**Droid Systems:** Wheeled Locomotion, Heuristic Processor, 6 Tool Mounts, Diagnostics Package, Improved Sensor Package

**Possessions:** Electroshock Probe, Liquid Cable Dispenser, Tool Kit

**Availability:** Licensed; **Cost:** 3,250 credits
Black Sun Pirate

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

*Affiliations: Black Sun*

The three Black Sun Pirates are extremely loyal to Captain Greeku. They know that since their own vessel either was destroyed or left them behind, they have no choice but to fight to the death or face life in a penal colony.

 Black Sun Pirate Statistics (CL 6)

Medium Human Nonheroic 6/Scout 2/Scoundrel 2

**Force Points:** 2

**Initiative:** +10; **Senses:** Perception +5

**Languages:** Basic

### Defenses

Reflex Defense: 17 (Flat-Footed: 16), Fortitude Defense: 16, Will Defense: 14; Dodge

Hit Points: 42, Damage Threshold: 16; Shake It Off

### Offense

**Speed:** 6 Squares; Running Attack

**Melee:** Vibro-Axe +8 (2d10+3)

**Ranged:** Heavy Blaster Pistol +7 (3d8+2)

**Ranged:** Stun Grenade (2) +7 (4d6+2 (Stun), 2-Square Burst)

**Base Attack Bonus:** +6, **Grapple:** +7

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

### Base Stats

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

**Talents:** **Jury-Rigger**, **Sneak Attack** (+1d6)

**Feats:** Armor Proficiency (Light), Dodge, Point-Blank Shot, Running Attack, Shake It Off, Skill Training (Endurance), Skill Training (Pilot), Weapon Focus (Advanced Melee Weapons), Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +9, Endurance +11, Initiative +10, Mechanics +5 (may reroll to Jury-Rig, must take second result), Pilot +11

**Possessions:** Vibro-Axe, Heavy Blaster Pistol, Stun Grenade (2), Comlink (Short-Range), Utility Belt
Arkanian Expert Assassin

*Arkanian Expert Assassin character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Fringe*

Expert Assassins are more than simple killers-for-hire. They are experienced, trained masters of dealing death outside normal combat. An Expert Assassin doesn't need to master the arts of mass battle, instead learning to kill at a time and place that removes as many variables as possible. Although dangerous in a stand-up fight, the Expert Assassin prefers to strike when the target is alone and vulnerable. Likely tactics include taking out targets at extreme range, setting explosives to eliminate them in their homes or vehicles, or finding an isolated venue in which to stab them in the darkness.

Most Expert Assassins belong to a guild or order, and they must abide by its rules. Some happily kill anyone if paid to do so, while others slay only for religious or philosophical reasons. Even governments might employ Expert Assassins as a means of eliminating foes too public to arrest or kill in combat.

## Arkanian Expert Assassin Statistics (CL 8)

Medium Arkanian Soldier 4/Scoundrel 3/Assassin 1

**Force Points:** 4; **Dark Side Score:** 14

**Initiative:** +12; **Senses:** Darkvision, Perception +11

**Languages:** Arkanian, Basic, 1 Unassigned

### Defenses

Reflex Defense: 25 (Flat-Footed: 22), Fortitude Defense: 20, Will Defense: 21

Hit Points: 62, Damage Threshold: 20

### Offense

**Speed:** 6 Squares

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

**Melee:** Vibroblade +9 (2d6+6)

**Ranged:** Sniper Blaster Rifle +11 (3d10+6)

**Ranged:** Sniper Blaster Rifle +12 (4d10+6) with Deadeye

**Ranged:** Hold-Out Blaster Pistol +10 (3d4+4)

**Base Attack Bonus:** +7, **Grab:** +10

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

**Special Actions:** Flash of Genius, **Ruthless**

**Species Traits (Arkanian):** Darkvision, Logical Reasoning, Flash of Genius

### Base Stats

**Abilities:** Strength 14, Dexterity 16, Constitution 10, Intelligence 12, Wisdom 14, Charisma 10

**Talents:** **Dastardly Strike**, **Devastating Attack (Rifles)**, **Ruthless**, **Sneak Attack** (+1d6), **Weapon Specialization (Rifles)**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Deadeye, Point-Blank Shot, Precise Shot, Skill Training (Stealth), Sniper, Weapon Focus (Rifles), Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Climb +11, Initiative +12, Perception +11, Stealth +12

**Possessions:** Sniper Blaster Rifle with Targeting Scope (Enhanced Low-Light), Hold-Out Blaster Pistol, Vibroblade, Comlink (Short-Range), Credit Chip, Electrobinoculars, Field Kit, Medpac (2), Utility Belt
Basic Processor

*Reference Book: Star Wars Saga Edition Core Rulebook*

**Droid System Type:**Processor Systems

**Cost:** 0

**Weight:** 5 Kilograms

Basic Processors are not designed for creative thought and problem solving, and as such most Droids interpret instructions and Behavioral Inhibitors very literally. Furthermore, Basic Processors are very limited in that the Droid cannot perform any task for which it was not programmed. For example, a Droid that is not trained in the Deception skill cannot lie or otherwise convey false or unknown information.

A Droid with Basic Processor cannot use any skill Untrained except for Acrobatics, Climb, Jump, and Perception. Similarly, a Basic Processor does not allow a Droid to use any weapon with which it is not proficient, and a Droid's Behavioral Inhibitors may prevent it from harming sentient living beings altogether.

Every Droid comes with a Basic Processor, at the very least.
Biotech Designer

*Homebrew Reference Book: New Jedi Order Campaign Guide*

*See also: Feats*

You have seen the end of Yuuzhan Vong knowledge and chosen to perform heretical experiments in order to innovate new creatures and ships in order to win the war.

**Prerequisites:** Biotech Specialist, Intelligence 15, at least 1 level in the Shaper class

**Benefit:** You may design and shape new creatures from scratch. Doing so requires a DC 25 Treat Injury check. Other characters with the Biotech Specialist Feat can aid you in making the check with Aid Another.

If you choose to alter a living creature, you can apply any of the traits from the Shaped Beast Template. Each additional Trait after the first increases the DC by 3. Designing a Beast from scratch adds half the Beast's intended Character Level to the DC.

Designing a Living Vehicle from scratch works in much the same way as designing a Starship with the Starship Designer Feat. You take a Stock Ship, build as normal, then apply the Living Vehicle Template. Stock Living Ships have a Constitution score equal to their listed Strength score. The *Improve Hull* customisation improves the living ship's Constitution score, rather than its Strength score.
Baran Do Sage Talent Tree

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

Kel Dor who become Baran Do Sages are contemplative and insightful, using The Force to unravel the skeins of the past, present, and future to determine the best course of action. They are masters of *Farseeing* and other Sense-related Force abilities, making them excellent as both investigators and advisors. You must be a member of The Baran Do Sages Force Tradition to select any of the Talents described below.

#### **Enhanced Danger Sense**

You gain a +10 bonus on Perception checks made to avoid being Surprised. Additionally, you can spend a Force Point to act in the Surprise Round, even if you are Surprised.

#### **Expanded Horizon**

Whenever you use the Search Your Feelings application of the Use the Force skill, you can sense the consequences of your actions out to 1 hour into the future (instead of the normal 10 minutes). You can spend a Force Point when you do so to expand this window out to 8 hours, or a Destiny Point to expand this window out to 24 hours.

#### **Knowledge and Defense**

*Prerequisite:* **Enhanced Danger Sense**

You add your Wisdom bonus to your Reflex Defense whenever your Dexterity bonus would normally be denied to you.

#### **Planetary Attunement**

Whenever you arrive on a new planet, you can spend 10 minutes and a Force Point to acclimate yourself to the planet's unique ebb and flow of Force energy.

While on the planet, you gain a +2 Force bonus to all Defenses against naturally occurring Hazards on the world, your Speed increases by 1 square, and you can sense what the weather will be like to the immediate area up to 24 hours in advance as a Full-Round Action.

#### **Precognitive Meditation**

Once per day, you can spend 10 minutes meditating to seek visions of the future. At that time, you can spend a Force Point as a part of this meditation.

Once during the rest of the day, whenever you or a Vehicle you Pilot are the target of an attack, you can choose to negate that attack provided the attack roll is not a Natural 20. At the end of the day, if you did not use this ability, you regain the Force Point spent on the meditation.
Beastmaster

*Beastmaster character data created by Wikia user Ghondar (FEARLESS FORCE FRINGERS).*

*Affiliations: General Units*

On every living world, there are Beasts to be found. The sentients, be it natives or colonists, always learn to domesticate some of those, as mounts, beasts of burden, or common livestock. And among these beast handlers, there is always someone who does it better than the others; who takes one look on a wild animal, speaks a few words, and even a feral predator bows its head. These are the Beastmasters.

Some of them know they are using The Force to affect the animals, others do not. They all do know, however, that they can tame even ferocious Beasts, and use their skills to help the community- or for their own good. These individuals can become lone scouts coursing the wilderness, mounted warriors, chieftains, or anything in between.

### Use in Play

Beastmasters can be encountered alone, leading a group of non-Force sensitive riders, or in small groups working together. They and their Mounts can act as antagonists to the heroes, but also as allies, helping them navigate the wilderness or in a fight against someone threatening the natural balance of their home (The Galactic Empire or The Corporate Sector Authority, for example).

Beastmasters are often skilled hunters and warriors, using their Mounts strong sides, be it speed, agility, or ferocity. They can use various fighting styles, and be equipped with other weapons depending on their beast and a planet. For example, a Gungan riding an Aiwha can swap their Trample feat for Skill Training (Swim) to emphasise their amphibious ability, or a member of The Onderon Beast Riders can have a Weapon Proficiency (Heavy Weapons) to allow them to fire Blaster Cannons they often mount on their beasts' harnesses.

More often, they use lower-technology equipment, but that is not always the case.

## Beastmaster Statistics (CL 6)

Medium Scout 2/Soldier 4

**Force Points:** 3

**Initiative:** +5; **Senses:** Perception +9

**Languages:** Basic, 2 Unassigned

### Defenses

Reflex Defense: 20 (Flat-Footed: 18), Fortitude Defense: 18, Will Defense: 17; Mounted Combat

Hit Points: 57, Damage Threshold: 18; Shake It Off

### Offense

**Speed:** 6 Squares; Trample

**Melee:** Unarmed +7 (1d4+5)

**Ranged:** Slugthrower Rifle +7 (2d8+3)

**Base Attack Bonus:** +5, **Grapple:** +7

**Attack Options:** Point-Blank Shot

**Special Actions:** **Beast Trick**, **Charm Beast**

**Force Power Suite (Use the Force +7):** *Mind Trick*, *Surge*

### Base Stats

**Abilities:** Strength 14, Dexterity 14, Constitution 11, Intelligence 14, Wisdom 12, Charisma 8

**Talents:** **Beast Trick**, **Charm Beast**, **Expert Rider**

**Feats:** Armor Proficiency (Light), Force Sensitivity, Force Training, Mounted Combat, Point-Blank Shot, Shake It Off, Skill Focus (Ride), Trample, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +8, Jump +10, Perception +9, Ride +15 (may reroll, must take second result), Stealth +10, Survival +9, Use the Force +7

**Possessions:** Slugthrower Rifle, Field Kit, Mount, Various Personal Belongings
Baktoid Combat Automata

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

*See also: Droid Manufacturers*

Baktoid Combat Automata is part of the extensive Baktoid family of companies. In factories scattered across the galaxy, Baktoid builds untold numbers of Battle Droids in the years prior to and during the Clone Wars, supplying Droids to the Trade Federation and to The Confederacy of Independent Systems. Baktoid earns a reputation for producing cheap, substandard Battle Droids thanks to its inferior B1-Series Battle Droid unit.

Other models lack the B1's flaws, but Baktoid's standard designs still suffer from lesser processors and inhibited analytical thinking. After the Confederacy's defeat, the Empire shuts down Baktoid. Most of its factories are dismantled, destroyed, nationalized, or taken over by other companies.

### Manufacturer Traits

Baktoid units suffer from inferior processors and remote data links.

* A character can make a Persuasion check opposed by a Baktoid Droid's Perception skill to attempt to temporarily confuse it with contradictory data or brash, seemingly illogical action. If the check is successful, the Droid can take no Actions for one round as it tries to find an appropriate response.
	+ If the Persuasion check is unsuccessful, the Droid recognizes the ruse and proclaims it loudly while taking an immediate Swift Action as a Reaction.
Blackguard Ravager

*Blackguard Ravager character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Blackguard*

Blackguard Ravagers are the most common Wilders, serving as guards of the Southern Ruins on Mustafar. They are dedicated defenders of the sanctuary, and the first and last line of defense. These defenders are solely responsible for guarding the Blackguard headquarters, and take great pride in their fencing skills.

### Blackguard Ravager Encounters

The Blackguard is found almost exclusively on Mustafar in or near the Southern Jedi Ruins, but a few are occasionally located wandering between the ruins and the planet's only remaining city of Fralideja. Blackguard Wilders and Blackguard Wilders exist and act more as squad leaders, giving evidence that The Blackguard might be better organization than most people think possible of a Dark Side cult.

## Blackguard Ravager Statistics (CL 7)

Medium Human Nonheroic 3/Jedi 5/Soldier 1

**Force Points:** 3; **Dark Side Score:** 8

**Initiative:** +6; **Senses:** Perception +5

**Languages:** Basic

### Defenses

Reflex Defense: 21 (Flat-Footed: 19), Fortitude Defense: 21, Will Defense: 19; **Block** (-2 cumulative), **Wilder Ravager**

Hit Points: 70, Damage Threshold: 21

### Offense

**Speed:** 4 Squares

**Melee:** Unarmed +9 (1d4+4)

**Melee:** Crossguard Lightsaber +10 (2d8+5)

**Melee:** Crossguard Lightsaber +6\* (2d8+9)

**Ranged:** By Weapon +9

**Base Attack Bonus:** +8, **Grapple:** +10

**Attack Options:** **Blackguard Initiate**, Power Attack

**Force Power Suite (Use the Force +10):** *Battle Strike*, *Surge*

*\*Includes 4 points of Power Attack*

### Base Stats

**Abilities:** Strength 13, Dexterity 14, Constitution 15, Intelligence 10, Wisdom 13, Charisma 12

**Talents:** **Armored Defense**, **Blackguard Initiate**, **Block**, **Wilder Ravager**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Force Sensitivity, Force Training, Improved Defenses, Power Attack, Skill Training (Endurance), Skill Training (Use the Force), Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Pistols)H, Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +11, Endurance +11, Survival +10H, Use the Force +10

**Possessions:** Ceremonial Armor (+7 Reflex), Crossguard Lightsaber

*H- Human bonus Feat or Trained Skill*
Baffled Drive

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

**Starship Systems Type:**Starship Accessories

**Emplacement Points:**1

**Availability:**Military

**Size Restriction:**Colossal or Larger

**Cost:**100000 (Base)

Baffled Drives are favored by smugglers moving through dangerous, highly patrolled star systems and anyone else that needs to move through space with a modicum of stealth. A Baffled Drive uses supercooled Tibanna gas that leaves no visible trail, making it incredibly difficult to detect the ship with sensors. A Baffled Drive always gives a Starship a Starship Scale speed of 2 squares, and has a limited fuel capacity. A Starship's Baffled Drive can move the ship up to 100 squares (total) before it needs to be refueled; refueling a Baffled Drive has a base cost of 1400 credits (xCost Modifier). A ship moving with a Baffled Drive adds +5 to the DC of any Perception or Use Computer check made to detect the ship, and if the ship has Sensor Baffling it can move up to twice its base speed in one turn without losing the benefit of the Sensor Baffling.
Bengel Shipbuilders

*Reference Book: Star Wars Saga Edition Web Enhancements (Message to Spacers)*

*See also: XQ2 Space Platform*

Bengel Shipbuilders rose to galactic prominence with the introduction of it's XQ1 Space Platform. Based out of the Dynali Sector, Bengel Shipbuilders produced the first of the famous XQ series for their home planet's use, hoping to alleviate some of the space traffic above the tectonically active world of Ord Thoden. The original versions of the XQ1 Space Platform were quite small and intended for use only by Space Transports.

However, when Corporate Sector Authority scouts visited Ord Thoden and saw how efficiently the XQ1 served as a stopover point for travelers, they contacted their government and transmitted data on the platforms. Within weeks, Bengel Shipbuilders began producing XQ1 Space Platforms for planets throughout the Corporate Sector, and at the request of its customers, expanded the dimensions of the XQ1 to accommodate small Capital Ships.
Bib Fortuna

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

*Affiliations: Jabba the Hutt*

Bib Fortuna is Jabba's scheming, ambitious, manipulative, and underhanded majordomo; he runs the organization's day-to-day operations. Fortuna begins as a ryll smuggler on Ryloth, where he is arrested. After escaping to Tatooine, he and Bidlo Kwerve make spice runs for Jabba and later move to slave trafficking. Fortuna is instrumental in bringing the Rancor to Jabba. He uses the occasion to eliminate Kwerve, his primary rival, and to become Jabba's majordomo. Fortun attempts to seize control of the organization following Jabba's death, but is quickly taken by the mysterious B'omarr Monks. The monks remove Fortuna's brain and place it within a BT-16 Perimeter Security Droid, a process reserved for monks who have reached enlightenment.

Sometime after the Battle of Endor, a Twi'lek named Firith Olan comes to Tatooine to try to take control of the Hutt's criminal empire. Olan is captured by Fortuna, who convinces the monks to place his brain in Olan's body.

## Bib Fortuna Statistics (CL 5)

Medium Twi'lek Noble 2/Scoundrel 3

**Destiny Points:** 1; **Force Points:** 3; **Dark Side Score:** 4

**Initiative:** +2; **Senses:** Low-Light Vision,Perception +14

**Languages:** Basic, Bocce, Gamorrean, Huttese, Jawa Trade Language, Rodese, Ryl

### Defenses

Reflex Defense: 17 (Flat-Footed: 17), Fortitude Defense: 18, Will Defense: 19

Hit Points: 37, Damage Threshold: 18

### Offense

**Speed:** 6 Squares

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

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

**Ranged:** Hold-Out Blaster Pistol +3 (3d4+2)

**Base Attack Bonus:** +3, **Grapple:** +4

**Attack Options:** Point-Blank Shot

**Special Actions:** **Disruptive**, **Inspire Haste**, **Knack**

**Species Traits (Twi'lek):** Deceptive, Great Fortitude, Low-Light Vision

### Base Stats

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

**Talents:** **Disruptive**, **Inspire Haste**, **Knack**

**Feats:** Linguist, Point-Blank Shot, Skill Focus (Gather Information), Skill Focus (Perception), Skill Focus (Persuasion), Skill Training (Stealth), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +9 (may reroll, must take second result), Gather Information +14, Knowledge (Bureaucracy) +9, Knowledge (Galactic Lore) +9, Knowledge (Social Sciences) +9, Perception +14, Persuasion +14, Stealth +7, Use Computer +9

**Possessions:** Hold-Out Blaster Pistol, Knife, Credit Chip, Datapad, Poisons, Desert Robes
Bakura Origin

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

*See also: Backgrounds*

**Background Planet of Origin**

You come from the distant Outer Rim world of Bakura. Although your homeworld experienced Imperial rule, its distance from the center of galactic events sheltered you from the worst of the Empire's atrocities.

**Relevant Skills:** Mechanics, Treat Injury, Use Computer

**Bonus Language:** High Galactic
Biofeedback Regulator

*Biofeedback Regulator Equipment data created by Wikia user TheMightyWagon.*

**Equipment Type:** Advanced Cybernetics

**Rejection Attack Bonus:** +13

**Cost:** 10,000

**Installation Cost:** 10,000

**Availability:** Restricted

**Special:** Recipient must possess the Implant Training feat before installation can be attempted

After getting used to the way Implants affect the body, this cybernetic can be installed to allow more than one to be active at a time. Using an electrical system along the spine that stabilizes the body against the unusual activity caused by Implants, this cybernetic allows its user to have a number of additional active Implants equal to their Constitution modifier (minimum two active Implants at a time). However, the added electrical circuits react strongly to both Ion and Stun effects, and do not halve its damage.
Blackguard Trinity Assassin

*Blackguard Trinity Assassin character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Blackguard*

Blackguard Trinity Assassins are the smallest group and Wilders, and arguably serve the most dangerous of tasks, the elimination of Blackguard enemies. These enemies range in importance from nosey archaeologists, to zealous Jedi Sentinels. Trinity Assassins may occasionally accompany Blackguard Marauders if a Force Tradition proves hostile, but such occasions are uncommon.

### Blackguard Trinity Assassin Encounters

The Blackguard is found almost exclusively on Mustafar in or near the Southern Jedi Ruins, but a few are occasionally located wandering between the ruins and the planet's only remaining city of Fralideja. Trinity Assassins aren't often found, but should they learn of active hostility against The Blackguard, their zeal is never-ending.

## Blackguard Trinity Assassin Statistics (CL 9)

Medium Human Nonheroic 3/Scoundrel 1/Jedi 4/Scout 3

**Force Points:** 5; **Dark Side Score:** 9

**Initiative:** +7; **Senses:** Perception +12

**Languages:** Basic, 2 Unassigned

### Defenses

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

Hit Points: 57, Damage Threshold: 19

### Offense

**Speed:** 6 Squares; **Hidden Movement**, Running AttackH

**Melee:** Unarmed +10 (1d4+6)

**Melee:** Double-Bladed Lightsaber +12 (2d8+8)

**Melee:** Double-Bladed Lightsaber +10 (2d8+8) and Double-Bladed Lightsaber +10 (2d8+8)

**Ranged:** By Weapon +10

**Base Attack Bonus:** +8, **Grapple:** +10

**Attack Options:** Advantageous Attack, **Blackguard Initiate**, **Sneak Attack** (+1d6), **Wilder Trinity Assassin**

**Force Power Suite (Use the Force +11):** *Battle Strike* (2), *Morichro*

*H- Human bonus Feat*

### Base Stats

**Abilities:** Strength 14, Dexterity 15, Constitution 10, Intelligence 14, Wisdom 14, Charisma 13

**Talents:** **Blackguard Initiate**, **Improved Stealth**, **Hidden Movement**, **Sneak Attack** (+1d6), **Wilder Trinity Assassin**

**Feats:** Advantageous Attack, Dual Weapon Mastery I, Dual Weapon Mastery II, Force Sensitivity, Force Training, Running AttackH, Skill Focus (Stealth), Skill Training (Endurance), Skill Training (Use the Force), Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +12, Endurance +10, Perception +12, Stealth +17, Survival +12H, Use the Force +11

**Possessions:** Double-Bladed Lightsaber (Self-Built), Black Robes

*H- Human bonus Feat or Trained Skill*
Banter

*Homebrew Reference Book: Legacy of the Force Sourcebook*

*See also: Feats*

Your never-ending stream of chatter serves to annoy your enemies to no end.

**Prerequisite:** Trained in Deception

**Effect:** As a Standard Action, you can make a Deception check against the Will Defense of a single target within 6 squares and your line of sight. If successful, you temporarily rattle the target, causing them to suffer a -2 penalty to their attack rolls until the end of your next turn.
Belkadan

*Belkadan Planet data created by Wikia user Darthauthor.*

*See also: Galactic Gazetteer*

A world on the fringes of civilized space, Belkadan is home to a small colony, as well as a research station dedicated to several ancient ruins of both The Sith and The Infinite Empire that dot around the world.

### Belkadan Statistics

**Region:** The Unknown Regions

**Climate:** Tropical

**Gravity:** Standard

**Moons:** 1

**Length of Day:** 24 Standard Hours

**Length of Year:** 370 Local Days

**Sapient Species:** 80% Human, 12% Zabrak, 8% Other Species

**Government:** Tribal

**Capital:** Ex-Gal 4

**Major Exports:** Maulers

**Major Imports:** Foodstuffs, Weapons

Knowledge (Galactic Lore)
 15
 20
 25
 30

Use the Force
 20
 25
Blank Datacards

**Equipment Type:** Computers and Storage Devices

**Cost:** 10

**Weight:** 0.1 Kilograms

A data card is a simple storage device with an Intelligence score of 2. Intended solely as external storage for a computer, it has no interface for direct display, editing, or entry of data. The listed cost and weight is for a set of 10 Datacards.
Attacks of Opportunity (Mounts)

*Reference Book: Star Wars Saga Edition Unknown Regions*

*See also: Fighting from Mounts*

When an enemy provokes an Attack of Opportunity, both you and your Mount can each make a single attack once per round.

You can elect for both you and your Mount to take the Attack of Opportunity simultaneously in response to the same provoking Action, or you can save one or both attacks for a future Attack of Opportunity in the same round.

Having the Combat Reflexes feat allows you or your Mount to make additional attacks, but you cannot share extra attacks with your Mount, or vice versa.
BT-1

*BT-1 character data created by Facebook user Jeffrey Mueller.*

*Affiliations: The Fringe, 0-0-0*

BT-1, also referred to as "Bee Tee," is a homicidal BT Assassin Droid created by The Galactic Empire's Tarkin Initiative. After being found and reactivated by Doctor Aphra, BT-1 and his fellow Droid 0-0-0 served under Lord Vader, and when Aphra faked her own death, he and 0-0-0 continued to roam the galaxy with her.

## BT-1 Statistics (CL 6)

Small 4th-Degree Droid Soldier 6

**Force Points:** 4; **Dark Side Score:** 13

**Initiative:** +11; **Senses:** Darkvision, Perception +11

**Languages:** Basic (understand only), Binary, 1 Unassigned

### Defenses

Reflex Defense: 20 (Flat-Footed: 17), Fortitude Defense: 17, Will Defense: 17

Hit Points: 60, Damage Threshold: 17

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Wheeled), 4 Squares (Walking), 9 Squares (Flying)

**Melee:** Unarmed +5 (1d2+2)

**Ranged:** Blaster Pistol +9 (3d6+3)

**Ranged:** Blaster Pistol -1 (3d6+3) and Blaster Pistol -1 (3d6+3)

**Ranged:** Grenade Launcher +10 (4d6+3, 2-Square Burst)

**Ranged:** Missile Launcher +10 (6d6+3, 2-Square Splash)

**Ranged:** Rotary Blaster Cannon +5 (3d10+3, 2-Square Autofire)

**Ranged:** Rotary Blaster Cannon +5 (5d10+3) with Burst Fire

**Ranged:** Rotary Blaster Cannon (Braced) +8 (3d10+3, 2x4-Square Autofire)

**Ranged:** Rotary Blaster Cannon (Braced) +8 (5d10+3) with Burst Fire

**Ranged:** Rotary Blaster Cannon +5 (3d10+3, 6-Square Cone) with Autofire Sweep

**Ranged:** Rotary Blaster Cannon (Braced) +8 (3d10+3, 6-Square Cone) with Autofire Sweep

**Ranged:** Flamethrower +4 (3d6+3 (Fire), 6-Square Cone)

**Base Attack Bonus:** +6; **Grapple:** +4

**Attack Options:** Autofire (Rotary Blaster Cannon (Only)), **Autofire Assault**, Autofire Sweep, Burst Fire, Destructive Force, **Devastating Attack (Heavy Weapons)**, Point-Blank Shot, Strafe, **Targeting Package**

### Base Stats

**Abilities:** Strength 9, Dexterity 16, Constitution -, Intelligence 12, Wisdom 13, Charisma 6

**Talents:** **Autofire Assault**, **Devastating Attack (Heavy Weapons)**, **Targeting Package**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Autofire Sweep, Burst Fire, Destructive Force, Point-Blank Shot, Strafe, Weapon Focus (Heavy Weapons), Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +8, Mechanics +8, Perception +8, Use Computer +13, 1 Unassigned

**Droid Systems:** Wheeled Locomotion, Walking Locomotion, Flying Locomotion (Limited), 6 Tool Mounts (4 Stabilized Mounts), Darkvision, Improved Sensor Package

**Possessions:** Blaster Pistol (2), Grenade Launcher, Flamethrower, Missile Launcher (Miniaturized), Rotary Blaster Cannon (Miniaturized)
Blackguard Marauder

*Blackguard Marauder character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Blackguard*

Blackguard Marauders are the most peaceful of the three Wilder specialization, traveling away from Mustafar to study other Force Traditions and their lore. This knowledge is used to better The Blackguard, with new techniques and powers to protect their home. Although Marauders operate largely as scientists and historians, they are also trained in the use of Lightsabers and can well surprise the enemy with a Force jolt, asphyxiation, or some other technique.

### Blackguard Marauder Encounters

Unlike other Blackguard Wilders, Marauders can be found all throughout the galaxy, studying the lore and techniques of obscure Force Traditions. While not openly hostile, they still hold a great distaste for The Jedi who often mistake the Marauders for Sith remnants.

## Blackguard Marauder Statistics (CL 5)

Medium Human Nonheroic 3/Jedi 4

**Force Points:** 3; **Dark Side Score:** 8

**Initiative:** +4; **Senses:** Perception +9

**Languages:** Basic, 1 Unassigned

### Defenses

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

Hit Points: 38, Damage Threshold: 15

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +7 (1d4+3)

**Melee:** Lightsaber +8 (2d8+4)

**Ranged:** By Weapon +7

**Base Attack Bonus:** +6, **Grapple:** +7

**Attack Options:** **Blackguard Initiate**

**Special Actions:** **Wilder Marauder** (*Dark Rage*)

**Force Power Suite (Use the Force +11):** *Battle Strike*, *Mind Trick*

### Base Stats

**Abilities:** Strength 12, Dexterity 13, Constitution 10, Intelligence 13, Wisdom 13, Charisma 16

**Talents:** **Blackguard Initiate**, **Wilder Marauder** (*Dark Rage*)

**Feats:** Armor Proficiency (Light), Force Sensitivity, Force Training, Skill Training (Endurance), Skill Training (Persuasion), Skill Training (Use the Force), Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Pistols)H, Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +9, Perception +9, Persuasion +11, Survival +9H, Use the Force +11

**Possessions:** Combat Jumpsuit (+4 Reflex), Lightsaber

*H- Human bonus Feat or Trained Skill*
Baloob

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

*Affiliations: The Fringe*

Baloob is a gifted pubtender working for a man named Mohris, who helps manage many of the cantinas through the Republic Military Benefit Association. Baloob is the chief pubtender at Drongar during the battle there, surviving at least one evacuation of the base due to Separatist assault. His skill behind the bar is well-respected by most patrons, and is a favorite of HoloNet journalist Den Dhur. After Drongar is abandoned by the Republic two years into the Clone Wars, Baloob and his boss Mohris simply move to the next world.

## Baloob Statistics (CL 1)

Small Ortolan Nonheroic 3

**Initiative:** +1, Bad Feeling; **Senses:** Scent, Perception +13

**Languages:** Basic, Bocce, Ortolan

### Defenses

Reflex Defense: 11 (Flat-Footed: 11), Fortitude Defense: 13 (18 vs Poisons and Toxic Atmospheres), Will Defense: 12

Hit Points: 12, Damage Threshold: 12

### Offense

**Speed:** 4 Squares

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

**Ranged:** By Weapon +2

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

**Special Actions:** Recall

**Species Traits (Ortolan):** Scent, Toxic Resistance

### Base Stats

**Abilities:** Strength 11, Dexterity 10, Constitution 13, Intelligence 13, Wisdom 14, Charisma 12

**Feats:** Bad Feeling, Recall, Skill Focus (Perception), Skill Training (Perception), Weapon Proficiency (Simple Weapons)

**Skills:** Knowledge (Galactic Lore) +7, Knowledge (Life Sciences) +7, Perception +13

**Possessions:** Comlink (Short-Range), Datapad with Drink Recipes and Music Collections