recursal/Fanatic-Fandom huggingface dataset:
Brintak

*Reference Book: Star Wars Saga Edition Unknown Regions*

*Affiliations: Beasts*

A Brintak is a massive, muscular, four-legged beast that towers over most humanoids. Its large, elongated head features multiple rows of razor-sharp teeth. Its mouth is flanked on each side by barb-tipped, tentaclelike appendages that ensnare and poison a victim while drawing prey into the creature's mouth. Brintaks live in many of the groves of enormous toroc trees on Giaca. They find food in the groves and the surrounding landscape. The largest Brintaks are solitary hunters, but younger and smaller Brintaks hunt in packs of four to six. Brintaks are social creatures and live in dens of hollowed-out toroc trees, often high above the ground. Packs number up to 20 members.

## Brintak Statistics (CL 14)

Huge Beast 15

**Initiative:** +8; **Senses:** Low-Light Vision, Perception +12

### Defenses

Reflex Defense: 25 (Flat-Footed: 23), Fortitude Defense: 18, Will Defense: 10; Dodge, Mobility

Hit Points: 188, Damage Threshold: 28

### Offense

**Speed:** 6 Squares; Improved Charge, Pounce

**Melee:** Bite +19 (2d6+7)

**Melee:** Claws (2) +19 (1d8+7)

**Melee:** Tentacle +19 (1d8+7) plus Poison

**Fighting Space:** 3x3 Squares; **Reach:** 2 Squares

**Base Attack Bonus:** +11, **Grapple:** +29; Crush, Pin

**Attack Option:** Poison

**Special Actions:** Roar

**Species Traits:** Low-Light Vision, Poison, Pounce, Roar

### Base Stats

**Abilities:** Strength 26, Dexterity 13, Constitution 26, Intelligence 2, Wisdom 10, Charisma 13

**Feats:** Crush, Dodge, Improved Charge, Mobility, Pin

**Skills:** Perception +12

### Abilities

**Poison:** If the Tentacle of a Brintak deals damage to a living target, the target is also poisoned. If the poison succeeds on an attack roll (1d20+10) against the target's Fortitude Defense, the target takes 1d12 points of damage (in addition to the Tentacle damage). If the attack is unsuccessful, the target takes half damage.

**Pounce:** When Long Jumping, a Brintak does not require a running start for jumps of 4 squares or fewer and does not double the Jump DC when doing so. If the Brintak successfully jumps into or adjacent to a target enemy's square, the Brintak can make an immediate attack against the target. If the attack is successful, the Brintak can attempt to Trip the target as a Free Action that does not provoke Attacks of Opportunity.

**Roar:** As a Move Action, a Brintak can produce a terrifying, rumbling roar and make a Persuasion check to Intimidate any enemy target within 6 squares. If the check succeeds, the target must move away from the Brintak at its normal speed on the target's next turn, and the target moves -1 step on the Condition Track. This is a Mind-Affecting effect.
Blazing Chain Pirate

*Homebrew Reference Book: Saga Edition Infinities Campaign Guide*

*Affiliations: The Blazing Chain*

Despicable raiders preying on merchant vessels in the Outer Rim and Unknown Regions, Blazing Chain Pirates are notable for their Force-sensitivity, as well as their finesse with small-arm blasters. Under the command of Adacaps, Blazing Chain fleets deploy their pirates to capture cargo from passing merchant vessels, allowing the fleets to operate almost self-sufficiently on the Fringe.

During the battles and conflicts of the Clone Wars a divide began to form, between the older generation of the Blackshakle Crisis, and the newer reckless recruits. While not to the point of conflict, the new generation believes the old guard to be cowards not willing to use the power available to them. At the same time, older members of the Blazing Chain recall the chaos and destruction of the Blackshakle Adacap, and view the newer generation as irresponsible mavericks that endanger the fleet.

The build below represents one such member of the older generation; to create a Blazing Chain Pirate of the newer generation, replace **Negate and Redirect** with **Rising Anger** and *Force Slam* with *Fear*.

## Blazing Chain Pirate Statistics (CL 5)

Medium Human Scoundrel 5

**Force Points:** 4; **Dark Side Score:** 7

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

**Languages:** Basic

### Defenses

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

Hit Points: 44, Damage Threshold: 17

**Immune:** Vacuum (2 Hours)

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +3 (1d6+2)

**Melee:** Stun Baton +3 (2d6+2 (Stun))

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

**Base Attack Bonus:** +3, **Grapple:** +6

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

**Special Actions:** **Negate and Redirect**, Quick Draw

**Force Power Suite (Use the Force +9):** *Force Slam*, *Negate Energy*

### Base Stats

**Abilities:** Strength 11, Dexterity 16, Constitution 14, Intelligence 9, Wisdom 12, Charisma 14

**Talents:** **Negate and Redirect**, **Spacehound**, **Starship Raider**

**Feats:** Force Sensitivity, Force Training, Point-Blank Shot, Precise Shot, Quick Draw, Weapon Focus (Pistols)H, Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +10, Perception +8, Use Computer +6H, Use the Force +9

**Possessions:** Heavy Blaster Pistol, Stun Baton, Comlink (Short-Range), Vacuum Mask, Vacuum Survival Pouch, Leather Coat

*H- Human bonus Feat or Trained Skill*
Braxus Lyn

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

*Affiliations: The Fringe, The Confederacy of Independent Systems*

Braxus Lyn is a Clawdite mercenary and general con artist for hire. Although she has seen her share of action during the Clone Wars, she is not technically a member of the Separatists' forces, preferring to remain a freelancer. Lyn specializes in fixing problems, particularly problems that involve intrigue and espionage. She was hired by the Separatists to help keep the wealthy elite of Tirahnn under control, and she was tapped to rescue Commander Zolghast when news of his capture reached the Separatists. Realizing that the Republic would have both troops and Probe Droids throughout the city, she disguised herself as Master Elasra so that any Republic forces they encountered would be less likely to suspect deception. Gifted with basic Force Sensitivity and a few tricks she has picked up in her travels, she has managed to maintain the deception thus far.

### Tactics

Since Lyn's mission is to get Zolghast on the ship and to keep him alive, her first instinct when to heroes arrive is to maintain the bluff. She uses her Deception Skill to disguise herself as Master Elasra. Should the heroes see through the deception, she leaps into action, hurling enemies away with The Force (she will spend Force Points to regain the use of *Force Thrust* when necessary) and generally moving enemies into a position where the B1-Series Battle Droid Squads have optimal shots.

 Braxus Lyn Statistics (CL 4)

Medium Clawdite Nonheroic 3/Scoundrel 3

**Force Points:** 2; **Dark Side Score:** 3

**Initiative:** +10; **Senses:** Perception +4

**Languages:** Basic, Clawdite, Huttese

### Defenses

Reflex Defense: 17 (Flat-Footed: 15), Fortitude Defense: 13, Will Defense: 15

Hit Points: 20, Damage Threshold: 13

### Offense

**Speed:** 6 Squares

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

**Melee:** Lightsaber -1 (2d8+1)

**Ranged:** Heavy Blaster Pistol +6 (3d8+1)

**Ranged:** Hold-Out Blaster Pistol +6 (3d4+1)

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

**Attack Options:** Bantha Herder

**Special Actions:** **Disruptive**, **Knack**, Shapeshift, Startle

**Force Power Suite (Use the Force +17):** *Force Thrust*, *Rebuke*

**Species Traits (Clawdite):** Shapeshift, Startle

### Base Stats

**Abilities:** Strength 10, Dexterity 14, Constitution 10, Intelligence 12, Wisdom 12, Charisma 18

**Talents:** **Disruptive**, **Knack**

**Feats:** Bantha Herder, Force Sensitivity, Force Training, Skill Focus (Deception), Skill Focus (Use the Force), Skill Training (Use the Force), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +17 (+27 to Deceptive Appearance), Initiative +10, Use the Force +17

**Possessions:** Heavy Blaster Pistol, Hold-Out Blaster Pistol, Lightsaber, Comlink (Short-Range), Datapad, Stolen Jedi Robes, Street Clothes
Bluebolt Blaster Pistol

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

Named for the blue chrome that adorns the body of the original models of this pistol, the Bluebolt Blaster Pistol is much larger than a normal Blaster Pistol. However, the weapon is balanced with a heavy grip and a light barrel, making it easy to wield in one hand. Deliah Blue uses a Bluebolt Blaster Pistol.

The Bluebolt Blaster Pistol can Stun targets as far as away as 8 squares (instead of the usual 6-square range). However, the weapon consumes one additional shot with each Stun attack.

A Bluebolt Blaster Pistol requires a Power Pack to operate. After 50 shots, the Power Pack must be replaced.

**Weapon Type:** Pistols

**Size:** Medium

**Cost:** 850

**Damage:** 3d8

**Stun Setting:** YES

**Rate of Fire:** Single-Shot

**Weight:** 1.6 Kilograms

**Type:** Energy

**Availability:** Military

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

*Reference Book: Star Wars Saga Edition Clone Wars Campaign Guide*

**Equipment Type:** Computers and Storage Devices

**Cost:** 1300

**Weight:**0.5 Kilograms

The Bracer Computer is a Datapad worn on the user's forearm. It performs all the same functions as the Standard Datapad, including the ability to read standard Datacards in a slot on the underside of the device. The Bracer Computer also features a holographic screen that displays information as a two-dimensional image about three centimeters above the device. Plus, the keyboard is designed to accommodate one-handed typing. The Bracer Computer is popular among those who need to conserve space with their Equipment, particularly bounty hunters.

A Bracer Computer has an Intelligence score of 12.
Burrower Drive

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

**Droid System Type:**Locomotion Systems

**Cost:** 200 x Cost Factor x (Speed squared)

**Weight:** (50 x Cost Factor) Kilograms

**Availability:** Restricted

Mining and other 5th-Degree Droids can use a Burrower Drive to tear through large chunks of ore embedded in the crust of a planet or in an asteroid. A Burrower Drive enables a Droid to move at half-speed underground. It can also move vertically up or down at a similar rate.

A Burrower Drive can be used as a Weapon. The Droid makes a melee attack. If the attack is successful, the Droid deals damage equal to the amount it would do if it had used a Self-Destruct System. However, each successful attack moves the Droid -1 step on the Condition Track with a Persistent Condition, as the drill gears and bits strip down and damage the Droid.
Broken Will

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Jedi Masters (Part 2)*

*See also: Complications*

You have endured a severe or prolonged test of mental fortitude, and failed to come away from it unscathed.

### Origin

Any time a Persuasion check to Intimidate the character that yields a Natural 20 on the check, or if the character suffers five cumulative successful attacks that exceed their Will Defense by 10 or more, they gain a Broken Will.

### Effect

The character becomes despondent, and lacks the willpower to object to the whims of others as they suffer a -10 penalty to their Will Defense, and a -5 penalty to all Skill Checks.

### Removal

The character must regain their sense of self-worth by completing a Skill Challenge at the Gamemaster's discretion that meets or exceeds the individual's Character Level. If the character succeeds in all Skill Checks associated with the Skill Challenge, it regains its will and the penalties are removed.

### Reward

Upon removal, the character gains a newfound purpose in life, gaining a Destiny at the Gamemaster's discretion, and receives a Destiny Point.
Bowcaster Marksman

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

*See also: Feats, Species Feats*

You are an excellent shot with the bowcaster, and even your most difficult shots are solid hits.

**Prerequisite:** Wookiee

**Effect:** Whenever you spend a Force Point to add to an attack with a Bowcaster, if you hit the target, you gain a competence bonus to your damage roll equal to the amount added to the attack.
Brianna, The Last Handmaiden

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

*Affiliations: Atris, The Exile*

Brianna is one of the Handmaidens in service to Jedi Master Atris on Telos IV. The daughter of a forbidden love affair between her Jedi Master mother and Echani father, she lives her life trying to make up for her shameful parentage- at least as it is seen in Echani culture. Her fellow Handmaidens have no respect for her.

At Master Atris' request, Brianna steals The *Ebon Hawk*, forcing The Exile to come to Atris's hidden Jedi Academy to retrieve it. She travels with The Exile all the way to Malachor V.

## Brianna, The Last Handmaiden Statistics (CL 10)

Medium Near-Human (Echani) Soldier 9/Melee Duelist 1

**Destiny Points:** 2; **Force Points:** 5; **Dark Side Score:** 2

**Initiative:** +13; **Senses:** Perception +10

**Languages:** Basic

### Defenses

Reflex Defense: 27 (Flat-Footed: 24), Fortitude Defense: 24, Will Defense: 22

Hit Points: 100, Damage Threshold: 24; **Tough as Nails**

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +14 (1d6+10)

**Melee:** Quarterstaff +14 (1d6+12)

**Melee:** Quarterstaff +9\* (1d6+17)

**Melee:** Quarterstaff +12 (1d6+12) and Quarterstaff +12 (1d6+12)

**Melee:** Quarterstaff +7\* (1d6+17) and Quarterstaff +7\* (1d6+17)

**Ranged:** Blaster Pistol +13 (3d6+5)

**Ranged:** Blaster Pistol +8\* (3d6+10)

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

**Attack Options:** **Devastating Attack (Pistols)**, **Dual Weapon Flourish I**, Echani Training, Power Attack, Power Blast, **Stunning Strike**, Weapon Finesse

*\*Includes 5 points of Power Attack or Power Blast*

### Base Stats

**Abilities:** Strength 14, Dexterity 16, Constitution 15, Intelligence 10, Wisdom 10, Charisma 14

**Talents:** **Devastating Attack (Pistols)**, **Dual Weapon Flourish I**, **Melee Smash**, **Stunning Strike**, **Tough as Nails**, **Weapon Specialization (Simple Weapons)**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Dual Weapon Mastery I, Dual Weapon Mastery II, Echani Training, Force Sensitivity, Martial Arts I, Power Attack, Weapon Finesse, Weapon Focus (Simple Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +13, Jump +12, Perception +10, Treat Injury +10

**Possessions:** Quarterstaff, Blaster Pistol, Handmaiden's Robes
Bothan Infochant

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

*Affiliations: The Bothan SpyNet*

The Bothan Infochant makes their living through the procurement and sale of information. While many claim not to have regular dealings with the famed Bothan SpyNet, only the most foolish actually believe this to be the case. But still, their skill at finding out what the client wants to know is such that they never lack for business.

### Use in Play

The infochant prefers to work behind the scenes whenever possible, using their connections and slicing skills to learn as much as they can, and will avoid direct confrontations where possible.

### Build Options

* Take Skill Focus (Deception) instead of Skill Focus (Perception) for an infochant that excels covering their tracks and leading others astray through false information.
* Trade **Gimmick** for either **Knack** to grant the infochant a better chance at succeeding on a critical skill check, **Disruptive** to counter any bonuses their enemies might be enjoying, or **Stymie** to make it that much harder for an opponent to succeed on their skill checks.

## Bothan Infochant Statistics (CL 3)

Medium Bothan Noble 2/Scoundrel 1

**Initiative:** +2; **Senses:** Perception +12

**Languages:** Basic, Bothese, 3 Unassigned

### Defenses

Reflex Defense: 16 (Flat-Footed: 15), Fortitude Defense: 12, Will Defense: 18

Hit Points: 20, Damage Threshold: 12

### Offense

**Speed:** 6 Squares; Disturbing Presence

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

**Ranged:** Blaster Pistol +2 (3d6+1)

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

**Attack Options:** Point-Blank Shot

**Special Actions:** **Connections**, **Gimmick**

**Species Traits (Bothan):** Conditional Bonus Feat (Skill Focus (Gather Information)), Iron Will

### Base Stats

**Abilities:** Strength 10, Dexterity 13, Constitution 8, Intelligence 14, Wisdom 12, Charisma 15

**Talents:** **Connections**, **Gimmick**

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

**Skills:** Deception +8, Gather Information +13, Knowledge (Bureaucracy) +7, Knowledge (Galactic Lore) +7, Knowledge (Social Sciences) +7, Perception +12, Persuasion +8, Stealth +7, Use Computer +7

**Possessions:** Blaster Pistol, Comlink (Encrypted, Short-Range), Datapad with 1d6 Datacards
Bola

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

The Bola is a thrown weapon that allows one to slow down or capture a target at a short distance (using Thrown Weapon Ranges). A Bola allows you to initiate a Grab or a Grapple attack against a character at range.

If the Grab attack succeeds, the target takes the listed Stun damage from the force of the Bola. A character that is Grabbed or Grappled can attempt to escape the Bola (requiring a DC 20 Acrobatics check) or break out of it (requiring a DC 15 Strength check). You can use the Pin and Trip Feats with a Bola, but you cannot use the Crush or Throw feats.

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

**Size:** Small

**Cost:** 200

**Damage:** -

**Stun Setting:** YES (Only, 1d6)

**Weight:** 1.2 Kilograms

**Type:** Bludgeoning
Bloodsniffer

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

*Affiliations: Beasts*

Bloodsniffers are powerful and deadly predators that prowl the deserts of the planet Kamar. It gets its name both for its keen senses and its insatiable appetite for the blood of animals. Bloodsniffers resemble lizards, but are actually mammals, with four stubby legs that end in razor sharp claws. The Bloodsniffer has a thick tail and tiny horns that jut above its pure white eyes. The Bloodsniffer is a mass of muscle with smooth, mottled skin that blends into the background. They live in packs of two to eight adults (see Bloodsniffer Pack), including young.

The tongue of the Bloodsniffer is very long and thin, ending in hollow, needle-sharp spur that can pierce even the toughest hide. They survive only on the blood of animals and must consume a huge amount of blood, the equivalent of its own weight over the course of two days. Scavengers often follow Bloodsniffer Packs, knowing that they will get a free meal of flesh once all the blood has been drained from the victim.

Given the need for a huge amount of blood, Bloodsniffers are territorial and will fight another Bloodsniffer Pack to the death to protect their hunting ground (and happily consume the blood of the losers as well).

 Bloodsniffer Statistics (CL 4)

Medium Beast 5

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

### Defenses

Reflex Defense: 15 (Flat-Footed: 13), Fortitude Defense: 12, Will Defense: 11

Hit Points: 32, Damage Threshold: 12

### Offense

**Speed:** 6 Squares

**Melee:** Claws (2) +7 (1d4+3)

**Melee:** Tongue Spur +7 (1d6+3) with Blood Drain (See Below)

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

**Base Attack Bonus:** +3, **Grapple:** +6

**Species Traits:** Blood Drain

### Base Stats

**Abilities:** Strength 17, Dexterity 14, Constitution 14, Intelligence 4, Wisdom 13, Charisma 10

**Feats:** Skill Training (Perception), Weapon Focus (Simple Weapons)

**Skills:** Perception +8, Survival +8

### Abilities

**Blood Drain:** If a Bloodsniffer deals damage over a living target's Damage Threshold with its Tongue Spur, the target's reduction on the Condition Track becomes Persistent.
Breath Mask

**Equipment Type:** Life Support

**Cost:** 200

**Weight:**2 Kilograms

This personal atmosphere-filtering system consists of a mask that fits over the nose and mouth and a hose connecting the mask to a portable life support system. A Breath Mask provides 1 hour of breathable atmosphere before the filter and atmosphere canister must be replaced. A functional Breath Mask grants immunity to inhaled Poisons, including poisonous atmospheres. A Breath Mask offers no protection from extreme temperatures or hard vacuum.

A Breath Mask system can be built into a suit of Armor; Darth Vader's Armor contains such a system.

Replacing the Filter or Atmosphere Canister requires a DC 10 Mechanics check.

 Atmosphere Canister/Filter
Brachiated Movement

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

*See also: Feats*

You can swing from ropes or vines to span vast distances with ease.

**Prerequisite:** Trained in Climb

**Effect:** When at least five or more meters above ground level, as a Move Action you may instead make a DC 20 Climb check to move at double your normal speed by swinging on a vine or rope, landing on a square of either the same or lower elevation. Any attacks made while brachiating are made at a -5 penalty.
C-3PO

*Affiliations: The Galactic Republic, The Rebel Alliance, Padmé Amidala, Leia Organa*

The gleaming golden Protocol Droid C-3PO is typical of his model: outspoken, fussy, and even a bit high-strung. But since these qualities hardly interfere with his work, his personality quirks are mostly tolerated. Threepio is unusual in that he was not manufactured by Cybot Galactica, like most Protocol Droids.

He was, in fact, assembled from spare parts by young Anakin Skywalker on the remote planet of Tatooine. Still, Threepio meets all the safety and performance standards of the original manufacturer, so he has managed to serve several masters adequately.

## C-3PO Statistics (CL 5)

Medium 3rd-Degree Droid Nonheroic 1/Noble 5

**Destiny Points:** 1; **Force Points:** 4

**Initiative:** +2; **Senses:** Perception +9

**Languages:** Basic, Binary, Bocce, Bothan, High Galactic, Huttese, Mon Calamarian, Shyriiwook; Translator Unit (DC 5)

### Defenses

Reflex Defense: 16 (Flat-Footed: 16), Fortitude Defense: 15, Will Defense: 19

Hit Points: 26, Damage Threshold: 15

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Walking)

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

**Ranged:** By Weapon +2

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

**Special Actions:** **Etiquette**, **Educated**, **Protocol**

### Base Stats

**Abilities:** Strength 8, Dexterity 9, Constitution -, Intelligence 13, Wisdom 13, Charisma 15

**Talents:** **Etiquette**, **Educated**, **Protocol**

**Feats:** Improved Defenses, Linguist (2), Skill Focus (Persuasion), Skill Training (Deception), Skill Training (Knowledge (Bureaucracy)), Skill Training (Knowledge (Galactic Lore)), Skill Training (Perception), Toughness

**Skills:** Deception +10, Knowledge (Bureaucracy) +9, Knowledge (Galactic Lore) +9, Knowledge (Social Sciences) +9, Perception +9, Persuasion +15

**Droid Systems:** Walking Locomotion, Basic Processor, Translator Unit (DC 5), 2 Hand Appendages, Vocabulator

**Possessions:** Recording Unit (Audio)
Bothan Sith Trooper

*Bothan Sith Trooper character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Sith Empire*

The Sith Trooper is a universal grunt, sent to anywhere from backwater worlds, to planet-wide invasions, to guarding The Star Forge itself. Sith Troopers don silver-gray armor, designed to take impacts without hampering a Trooper's movement. A squad of Sith Troopers is typically lead by a Sith Commando.

## Bothan Sith Trooper Statistics (CL 1)

Medium Bothan Nonheroic 4

**Dark Side Score:** 1

**Initiative:** +3; **Senses:** Low-Light Vision, Perception +9

**Languages:** Basic, Bothese

### Defenses

Reflex Defense: 17 (Flat-Footed: 16), Fortitude Defense: 11, Will Defense: 12

Hit Points: 6, Damage Threshold: 11

### Offense

**Speed:** 6 Squares

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

**Ranged:** Blaster Rifle +4 (3d8)

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

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

**Attack Options:** Autofire (Blaster Rifle)

**Special Actions:** Sith Military Training

**Species Traits (Bothan):** Iron Will

### Base Stats

**Abilities:** Strength 12, Dexterity 13, Constitution 9, Intelligence 10, Wisdom 10, Charisma 10

**Feats:** Armor Proficiency (Light), Sith Military Training, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Perception +9

**Possessions:** Sith Trooper Armor (+6 Reflex, +2 Fortitude; +2 Perception, Low-Light Vision), Blaster Rifle, Frag Grenade (1), Comlink (Short-Range)
CK-6 Freeco Speeder Bike

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

The Bespin Motors CK-6 Freeco Speeder Bike is a reliable lightweight Speeder Bike used by The Galactic Republic in cold environments. More durable than open-topped Speeder Bikes, the Freeco Bike provides full protection for the Pilot inside while remaining light enough to enable a LAAT/i Gunship to carry several in its cargo bay. Like other Speeders, the Freeco Bike's repulsor technology must receive regular maintenance, especially where environmental conditions warrant special attention to heavy machinery. Unlike other Speeder Bikes, the Freeco has a low maximum altitude and does not do well over uneven terrain. However, over smooth terrain such as the icy drifts of Orto Plutonia, the CK-6 Speeder is fast, agile, and reliable, and the domed cover of the bike protects the Pilot from ranged attacks.

## CK-6 Freeco Speeder Bike Statistics (CL 6)

Huge Ground Vehicle (Speeder)

**Initiative:** +10; **Senses:** Perception +6

### Defenses

Reflex Defense: 17 (Flat-Footed: 11), Fortitude Defense: 21; +3 Armor, Vehicular Combat

Hit Points**:** 55; Damage Reduction**:** 5; Damage Threshold**:** 31

### Offense

**Speed:** 12 Squares (Character Scale); (Maximum Velocity 550 km/h)

**Ranged:** Laser Cannons, Dual +7 (See Below)

**Fighting Space:** 3x3 Squares (Character Scale); **Total Cover**

**Base Attack Bonus:** +2; **Grapple:** +23

**Attack Options:** Autofire (Laser Cannons, Dual)

**Special Actions:** Battlefield Effects

### Abilities

Strength: 33, Dexterity: 22, Constitution: -, Intelligence: 16

**Skills:** Initiative +10, Mechanics +6, Perception +6, Pilot +10, Use Computer +6

### Vehicle Statistics

**Crew:** 1 (Skilled Crew Quality); **Passengers:** None

**Cargo:** 30 Kilograms; **Consumables:** 1 Week; **Carried Craft:** None

**Availability:** Military; **Cost:** 14,700 (7,400 Used)

### Weapon Systems

#### **Laser Cannons, Dual (Pilot)**

**Attack Bonus:** +7 (+2 Autofire), **Damage:** 5d10
Bryar Pistol

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

A Bryar Pistol is a cut-down version of a Bryar Rifle. Though it has less Range than the Bryar Rifle (using standard Pistol Ranges) and deals slightly less damage, the Bryar Pistol is actually more manageable and accurate at Short Range than the Bryar Rifle.

As a Swift Action, you can prime a Bryar Pistol for a built-up shot. If you make no attacks with the Bryar Pistol 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 Pistol requires a Power Pack to operate. After 100 shots, the Power Pack must be recharged.

**Weapon Type:** Pistols

**Size:** Medium

**Cost:** 1,350

**Damage:** 3d4

**Stun Setting:** NO

**Rate of Fire:** Single-Shot

**Weight:** 3 Kilograms

**Type:** Energy

**Availability:** Licensed

**Accurate:** This weapon takes no penalty when firing at targets at Short Range.
Bounty Hunter (Disambiguation)

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There are few different versions of use for the term **Bounty Hunter:**

## Official

* Bounty Hunter Prestige Class from the *Saga Edition Core Rulebook*
* Bounty Hunter (CL 7) from the *Saga Edition Core Rulebook*
* Bounty Hunter (CL 10) from *Threats of the Galaxy*

## Homebrew

* Bounty Hunter, Novice (CL 4) from *DMF's Big List of SWSE NPCs*
* Bounty Hunter, Expert (CL 8) from *DMF's Big List of SWSE NPCs*
* Bounty Hunter, Veteran (CL 12) from *DMF's Big List of SWSE NPCs*
CA-B2 Cold Assault Battle Droid

*Reference Book: Star Wars Saga Edition Clone Wars Campaign Guide*

*Affiliations: The Confederacy of Independent Systems*

Built for use in arctic climates, CA-B2 Cold Assault Battle Droids- or "Snow Droids"- are built on an enlarged B2-Series Super Battle Droid chassis but with their wrist blasters removed to accommodate the Snow Droid's greater grip strength. The Heavy Blaster Rifle that replaces the wrist blasters is a more dangerous weapon, but the droid is still extremely effective even when it loses its main armament.

The major design flaw of the Cold Assault Battle Droid is that its large feet- designed to keep it stable on snowy ground- slow it down somewhat. When Running, a CA-B2 Droid can only move up to three times its speed, rather than four times.

CA-B2 Cold Assault Battle Droids can't be played as Droid Heroes.

## CA-B2 Cold Assault Battle Droid Statistics (CL 2)

Large 4th-Degree Droid Nonheroic 6

**Initiative:** +2; **Senses:** Perception +8

**Languages:** Basic, Binary

### Defenses

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

Hit Points: 31, Damage Threshold: 19

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Walking); Charging Fire

**Melee:** Unarmed +8 (1d4+4)

**Ranged:** Heavy Blaster Rifle +3 (3d10)

**Ranged:** Heavy Blaster Rifle +1 (4d10) with Rapid Shot

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

**Base Attack Bonus:** +4; **Grapple:** +13

**Attack Options:** Autofire (Heavy Blaster Rifle), Rapid Shot, Synchronized Fire Circuits

### Base Stats

**Abilities:** Strength 18, Dexterity 9, Constitution -, Intelligence 10, Wisdom 11, Charisma 7

**Feats:** Armor Proficiency (Light), Charging Fire, Rapid Shot, Toughness, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Perception +8

**Droid Systems:** Walking Locomotion, Remote Receiver, Backup Processor, Synchronized Fire Circuits, 2 Hand Appendages, Internal Comlink, Vocabulator

**Possessions:** Heavy Blaster Rifle, Plasteel Shell (Droid Armor; +2 Reflex)

**Availability:** Military; **Cost:** 5,500 credits
C-9979 Landing Craft

*Reference Book: Star Wars Saga Edition Clone Wars Campaign Guide*

When Haor Chall Engineering builds thousands of C-9979 Landing Craft for the Trade Federation, nominally for "Security Purposes," the Trade Federation wastes no time in using them in their invasion of Naboo. Later, they pledge their entire fleet of C-9979s to The Confederacy of Independent Systems.

As Landing Craft, the C-9979s are very functional, carrying over 150 Ground Vehicles of different types in massive storage racks and quickly deploying them via computerized repulsor tracks, through the central staging area and down the boarding ramp, located in the C-9979's landing pedestal. The C-9979s themselves also break down easily for transport aboard Trade Federation Capital Ships; their wings can be detached and stored alongside the main body of the Landing Craft.

Although the C-9979 can be crewed by organic beings, it is more cost-effective to use Battle Droids. During the invasion of Naboo, nearly all the C-9979 Landing Craft are operated entirely by OOM-Series Battle Droids; during the Clone Wars, B1-Series Battle Droids are more common.

## C-9979 Landing Craft Statistics (CL 10)

Colossal (Frigate) Space Transport

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

### Defenses

Reflex Defense: 11 (Flat-Footed: 11), Fortitude Defense: 34; +11 Armor

Hit Points: 600; Damage Reduction: 15; Shield Rating: 60; Damage Threshold: 134

### Offense

**Speed:** Fly 12 Squares (Character Scale), Fly 1 Square (Starship Scale); (Maximum Velocity 590 km/h)

**Ranged:** Blaster Cannons (2) +3 (See Below)

**Ranged:** Laser Cannons (2) +3 (See Below)

**Fighting Space:** 12x12 Squares (Character Scale), 1 Square (Starship Scale); **Total Cover**

**Base Attack Bonus:** +0; **Grapple:** +49

**Attack Options:** Autofire (Blaster Cannons), Fire-Link (Blaster Cannons; Laser Cannons)

### Abilities

Strength: 58, Dexterity: 10, Constitution: -, Intelligence: 16

**Skills:** Initiative -5, Mechanics +5, Perception +5, Pilot -5, Use Computer +5

### Ship Statistics

**Crew:** 88 (Normal Crew Quality); **Passengers:** 90 Battle Droids, 30 Repair Droids

**Cargo:** 1,800 Tons; **Consumables:** 1 Day; **Carried Craft:** 28 PACs, 114 AATs, 11 MTTs

**Availability:** Military; **Cost:** 200,000 (75,000 Used)

### Weapon Systems

#### **Blaster Cannons (Gunner)**

**Attack Bonus:** +3 (-2 Autofire), **Damage:** 5d10x2
Bolotaur

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

Bolotaurs are large, long, reptilian creatures native to the forest planet of Kashyyyk. A Bolotaur has a long neck ending in an iguanalike face. Beneath the Bolotaur's short snout dangles a brightly colored wattle, used both to attract mates and to scare off competitors. The tail of a Bolotaur is at least as long as the rest of its body, giving it unshakable balance. A Bolotaur moves in a quick, waddling gait, and the claws on its stubby legs dig in and grip the tough bark of the massive trees of Kashyyyk, allowing it to climb through the canopies. Bolotaurs range throughout the entire planet, with slight variations in color and in the length of neck and tail.

Bolotaurs are born in clutches of three to five. They have incredibly fast metabolisms, so they must spend most of their day eating. Bolotaurs grow sluggish if they cannot eat every few hours. This fast metabolism greatly reduces their life span, so Bolotaurs live only around twelve years. Although the Wookiees of Kashyyyk occasionally use Bolosaurs, their enemies, the Trandoshans, capture Bolotaurs by the thousands and employ them as Mounts to hunt down the Wookiees.

## Bolotaur Statistics (CL 5)

Large Mount (Beast 6)

**Initiative:** +5; **Senses:** Low-Light Vision, Perception +4

### Defenses

Reflex Defense: 17 (Flat-Footed: 15), Fortitude Defense: 16, Will Defense: 11

Hit Points: 63, Damage Threshold: 21

### Offense

**Speed:** 8 Squares; Bantha Rush

**Melee:** Bite +10 (1d8+9)

**Melee:** Claws (2) +10 (1d6+9)

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

**Base Attack Bonus:** +4, **Grapple:** +15

### Base Stats

**Abilities:** Strength 22, Dexterity 14, Constitution 22, Intelligence 2, Wisdom 12, Charisma 10

**Feats:** Bantha Rush, Skill Focus (Climb), Skill Training (Endurance)

**Skills:** Climb +19, Endurance +14

### Abilities

**Climbing Mount:** When a Bolotaur falls, it can make a Climb check to catch itself while falling without any increase to the Climb DC. (Normally, catching yourself while falling adds +20 to the DC of the surface being climbed.) If the Bolotaur is mounted by a rider Trained in Ride, the Bolotaur always catches the rider it if catches itself while falling.
Bonus Feats (Noble)

At each even-numbered level (2nd, 4th, 6th, etc.), a Noble gains a Bonus Feat. This Feat must be selected from the following list, and a Noble must meet any prerequisites for that Feat.

## Bonus Feats

Below include all Noble Bonus Feats found in the *Saga Edition* Core Rulebook.

## Additional Bonus Feats

The below details all Noble Bonus Feats found within the *Star Wars Saga Edition* Reference Books.

### Force Unleashed Campaign Guide

 Rapport | Wisdom 13
 Recall | Trained in one Knowledge Skill | Reroll any Knowledge skill check, keeping the better result.

### Clone Wars Campaign Guide

 Leader of Droids | None
 Wary Defender | None

### Legacy Era Campaign Guide

 Return Fire | Dexterity 15, Quick Draw, Weapon Focus (Chosen Weapon)
 Returning Bug | Weapon Proficiency (Simple Weapons) | Thrown Razor Bugs and Thud Bugs return to your hand immediately.

### Rebellion Era Campaign Guide

 Rapid Reaction | None
 Recovering Surge | None

### Galaxy at War

 Fight Through Pain | None
 Force of Personality | Charisma 13
 Mission Specialist | None
 Predictive Defense | Intelligence 13
 Sport Hunter | None

### Unknown Regions

 Mounted Combat | Trained in Ride | Increase Speed and avoid attacks when riding a Mount.
Bureaucratic Specialist

*Bureaucratic Specialist Feat data created by Wikia user SunsetMage001.*

*See also: Feats, Species Feats*

You have more patience than most for boring legal procedures.

**Prerequisite:** Nimbanel or Selkath

**Effect:** Whenever you spend a Force Point to add to a Knowledge (Bureaucracy) check, increase the die type by two steps (from d6 to d10, or from d8 to d12).
Brutish

*Homebrew Reference Book: Legacy of the Force Sourcebook*

*See also: Feats*

You prefer to let your muscles do the talking.

**Prerequisite:** Strength 13

**Effect:** Once per encounter, when you fail a Persuasion check to Intimidate, you can immediately reroll the check, adding your Strength modifier to the result of the second result. However, the result of the reroll must be accepted, even if it is worse.
Bonus Feats (Jedi)

At each even-numbered level (2nd, 4th, 6th, etc.), a Jedi gains a Bonus Feat. This Feat must be selected from the following lists, and a Jedi must meet any prerequisites for that Feat.

## Bonus Feats

Below include all Jedi Bonus Feats found in the *Saga Edition* Core Rulebook.

## Additional Bonus Feats

The below details all Jedi Bonus Feats found within the *Star Wars Saga Edition* Reference Books.

### Force Unleashed Campaign Guide

 Swarm | Coordinated Attack | Gain +1 bonus on melee attack rolls when allies are adjacent.

### Legacy Era Campaign Guide

 Brink of Death | None
 Feat of Strength | Strength 15
 Grapple Resistance | None

### Rebellion Era Campaign Guide

 Deft Charge | None
 Fast Surge | None
 Rapid Reaction | None
 Recovering Surge | None

### Galaxy of Intrigue

 Resolute Stance | Base Attack Bonus +1
 Stand Tall | None

### Unknown Regions

 Instinctive Defense | Non-Droid | Spend a Force Point to increase all Defenses by +2 for 1 round.
CLL-M2 Ordnance Lifter

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

*Affiliations: General Units*

The CLL-M2 Ordnance Lifter is a military version of Cybot Galactica's extremely popular CLL-6 Binary Load Lifter. Built to withstand the rigors of the battlefield, it features extremely thick armor that enables it to survive most attacks and the occasional accidental explosion. The repulsorlift mounted on the back of the CLL-M2 enables it to lift several times its own weight.

The CLL-M2 Ordnance Lifter picks up, moves, and loads heavy missiles, mortar rounds, power packs, and other volatile ammunition. It can handle difficult terrain, including moving along the outside of ships or large Vehicles. Although not particularly bright, it is programmed with the basic skills to prime and prepare weapons and ammunition and it can even make basic repairs on damaged equipment.

CLL-M2 Ordnance Lifters can't be played as Droid Heroes.

 CLL-M2 Ordnance Lifter Statistics (CL 1)

Large 5th-Degree Droid Nonheroic 3

**Initiative:** +1; **Senses:** Perception +11

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

### Defenses

Reflex Defense: 18 (Flat-Footed: 18), Fortitude Defense: 20, Will Defense: 10

Hit Points: 17, Damage Threshold: 25

**Immune:** Droid Traits

### Offense

**Speed:** 8 Squares (Walking); Magnetic Feet

**Melee:** Unarmed +12 (1d4+10)

**Ranged:** By Weapon +2

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

**Base Attack Bonus:** +2; **Grapple:** +12

### Base Stats

**Abilities:** Strength 30, Dexterity 11, Constitution -, Intelligence 6, Wisdom 10, Charisma 8

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Skill Focus (Mechanics), Skill Training (Mechanics), Skill Training (Perception)

**Skills:** Climb +16, Mechanics +9, Perception +11

**Droid Systems:** Walking Locomotion, Magnetic Feet, Basic Processor, 2 Tool Mounts, Compartment Space (5 kg), Secondary Battery

**Possessions:** Durasteel Battle Armor (Droid Armor; +8 Reflex)

**Availability:** Restricted; **Cost:** 15,000 credits
Blaster Turret

*See also: Hazards*

*This automated turret blasts enemies that come within its range.*

## Blaster Turret Statistics (CL 2)

**Keywords:** Artificial, Energy

**Trigger:** The Blaster Turret detects a being within its line of sight.

**Attack:** +4 vs Reflex Defense

**Damage:** 3d6

**Recurrence:** Each round, on Initiative Count (Initiative +5)

**Suggested Skills:** The following are suggested Skills for this Hazard:

* **Stealth:** The character makes a Stealth check, opposed by the turret's Perception check (+5, with Darkvision). If the character's check is successful, the character is not noticed by the Blaster Turret.
Bythen Forral

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

*Affiliations: The Galactic Empire*

By then Forral is a veteran of the Clone Wars who climbed out of the cockpit and took up teaching after Emperor Palpatine brought order to the troubled galaxy. After years of instructing the Empire's best new pilots, Captain Forral is granted use of one of the Vensenor Flight Academy's *Assassin*-Class Corvettes for personal purposes, provided he spends at least three months of every year using it to tour the Empire and recruit new cadets. Forral is not a Rebel recruiter, as Governor Zerex suggests, however; he merely encourages his students to consider nonstandard solutions to difficult strategic and tactical situations- a philosophy that leads a great many cadets to support the Rebellion.

 Bythen Forral Statistics (CL 8)

Medium Human Soldier 4/Noble 3/Officer 1

**Force Points****:** 6

**Initiative:** +17; **Senses:** Perception +11

**Languages:** Basic, Bothese, Durese, Huttese, Kel Dor, Shyriiwook (understand only)

### Defenses

Reflex Defense: 22 (Flat-Footed: 19), Fortitude Defense: 21, Will Defense: 24; Vehicular Combat

Hit Points: 69, Damage Threshold: 21

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +7 (1d4+4)

**Ranged:** Blaster Pistol +10 (3d6+4)

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

**Attack Options:** **Devastating Attack (Pistols)**

**Special Actions:** **Battle Analysis**, **Coordinate** (+1), **Deployment Tactics**, **Inspire Confidence**

### Base Stats

**Abilities:** Strength 11, Dexterity 17, Constitution 13, Intelligence 15, Wisdom 14, Charisma 16

**Talents:** **Battle Analysis**, **Coordinate** (+1), **Deployment Tactics**, **Devastating Attack (Pistols)**, **Inspire Confidence**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Linguist, Skill Focus (Initiative), Skill Focus (Knowledge (Tactics)), Skill Focus (Pilot), Vehicular Combat, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +17, Knowledge (Tactics) +16, Perception +11, Pilot +17, Treat Injury +11, Use Computer +11

**Possessions:** Blaster Pistol, Code Cylinder (3), Datapad, Officer's Uniform
Brute Squad Talent Tree

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

Your brutal fighting techniques give you an upper hand when operating in small groups.

#### **Gang Leader**

Once per encounter, when you make a Persuasion check to Intimidate, you gain a +1 bonus on the check for every ally within 6 squares of you and in the target's line of sight (maximum +5 bonus).

#### **Melee Assault**

When you make a melee attack against a target that has one or more of your allies adjacent to it, compare the result to the target's Fortitude Defense as well as its Reflex Defense. If the attack hits both Defenses, the attack deals +1 die of damage and the target is knocked Prone.

#### **Melee Brute**

When you make a melee attack against a target that has one or more of your allies adjacent to it, compare the result to the target's Fortitude Defense as well as its Reflex Defense. If the attack hits both Defenses, the target's Speed is reduced by 2 squares and it takes a -2 penalty to its Reflex Defense until the end of your next turn.

#### **Melee Opportunist**

Once per encounter, when an ally makes a successful melee attack against a target adjacent to you, you can make a melee attack against that target as a Reaction, with a +2 bonus on the attack roll.

#### **Squad Brutality**

When you succeed on a melee attack against a target that has one or more of your allies adjacent to it, you may reroll your damage roll, keeping the better of the two results.

#### **Squad Superiority**

Whenever you and at least two allies are adjacent to the same target, that target is considered Flat-Footed against you.
Bonus Feats (Soldier)

At each even-numbered level (2nd, 4th, 6th, etc.), a Soldier gains a Bonus Feat. This Feat must be selected from the following list, and a Soldier must meet any prerequisites for that Feat.

## Bonus Feats

Below include all Soldier Bonus Feats found in the *Saga Edition* Core Rulebook.

## Additional Bonus Feats

The below details all Soldier Bonus Feats found within the *Star Wars Saga Edition* Reference Books.
Brink of Death

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

*See also: Feats*

You can take an enemy to the Brink of Death without killing them.

**Effect:** When you deal sufficient damage on an attack to kill a target, you may instead choose to reduce the target to 0 Hit Points, leaving it Unconscious but alive. Normal rules for being at 0 Hit Points apply.
Blizzard

*Reference Book: Star Wars Saga Edition Unknown Regions*

*See also: Hazards*

*A severe snowstorm blinds you and makes it difficult for you to move.*

Traveling through a Blizzard without outside aid can easily cause a group of heroes to stray off course and become lost. With the large amount of snow falling during such a storm, even sensors and radios become less effective. If the heroes are trying to find their way back to a ship or a base, they might suffer the frustration of knowing that they are close but are still unable to penetrate the storm.

A Blizzard is a good way to sneak in surprises for a party of heroes trekking across frozen plains. For example, a well-hidden Wampa or a squad of enemies might lurk just behind some large snowdrifts, or another Hazard such as a Frozen Lake can increase the danger.

## Blizzard Statistics (CL 3)

**Keywords:** Atmosphere, Natural

**Trigger:** A being begins its turn in the Blizzard.

**Attack:** +5 vs Fortitude Defense

**Damage:** 2d4+2 (-1 step on the Condition Track; Half Damage on Miss)

**Recurrence:** Hourly, until the being leaves the Blizzard.

**Suggested Skills:** The following are suggested Skills for this Hazard:

* **Endurance (DC 24):** The character forces themselves to move through the storm, gaining a +5 circumstance bonus to Fortitude Defense against the Blizzard.
* **Knowledge (Physical Sciences) (DC 14):** The character identifies the Blizzard before it reaches them.

**Special:** A Blizzard grants Concealment to beings and objects within it.