recursal/Fanatic-Fandom huggingface dataset:
AgriCorps Worker (DMF)

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

*Affiliations: AgriCorps, The Jedi*

While many prospective Padawans serve in the Jedi Agricultural Corps for at least a short while, the AgriCorps Worker found that they preferred the simpler existence of wielding a gardening trowel rather than brandishing a Lightsaber or tapping the deeper mysteries of The Force. Others were younglings that never attracted the attention of a Jedi Master or were deemed unfit to be fully trained as a Jedi.

### Use in Play

While they'd undergone some Jedi training, the AgriCorps Worker doesn't carry a Lightsaber or have the ability to use The Force, and instead has to rely on more mundane methods of attack. They'll only attack if given good reason, often in self-defense.

### Build Options

* Swap one of the AgriCorps Worker's Trained Skills for Use the Force to give them access to many of the basic Force abilities of someone with Jedi training.
* Trade **Sense Primal Force** for **Force Intuition** to give the worker a better Initiative score and a better chance of going sooner in combat.
* Exchange the worker's Strength and Charisma ability scores, trade **Sense Primal Force** for **Adept Negotiator**, and training in Endurance for Persuasion to make a more social-orientated AgriCorps Worker.

## AgriCorps Worker Statistics (CL 2)

Medium Nonheroic 3/Jedi 1

**Force Points:** 2

**Initiative:** +3; **Senses:** **Sense Primal Force**, Perception +8

**Languages:** Basic, 1 Unassigned

### Defenses

Reflex Defense: 13 (Flat-Footed: 12), Fortitude Defense: 14, Will Defense: 13

Hit Points: 20, Damage Threshold: 14

### Offense

**Speed:** 6 Squares

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

**Melee:** Baton +4 (1d6+1)

**Ranged:** By Weapon +4

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

### Base Stats

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

**Talents:** **Sense Primal Force**

**Feats:** Force Sensitivity, Skill Training (Endurance), Skill Training (Perception), Skill Training (Survival), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +9, Knowledge (Galactic Lore) +8, Knowledge (Life Sciences) +8, Perception +8, Survival +8

**Possessions:** Datapad, Agricultural Tools, AgriCorps Uniform
Aim (Vehicle Combat)

*See also: Vehicle Combat, Pilot, Copilot, Gunner*

Just as in Character Combat, you can Aim with two Swift Actions before making a ranged attack. When you do so, you ignore all Cover bonuses to your target's Reflex Defense on your next attack. You still must have line of sight to the target, however.

You lose the benefits of Aiming if you lose line of sight to your target or if you take any other Action before making your attack. Aiming provides no benefit when making an Area Attack.
Ahsoka Tano (Disambiguation)

**This article is a disambiguation page for Ahsoka Tano (Disambiguation)**

The following is a list of links to pages that might share similar titles.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

There are few different version of statistics for **Ahsoka Tano:**

## Official

* Ahsoka Tano (CL 4) from the *Clone Wars Campaign Guide*
* Ahsoka Tano, Commander (CL 6) from Star Wars Miniatures Previews

## Homebrew

* Ahsoka Tano, Youngling (CL 3) from the *Clone Wars Saga Edition Fan Sourcebook - Jedi Padawans*
* Ahsoka Tano, Padawan (CL 4) from the *Clone Wars Saga Edition Fan Sourcebook - Jedi Padawans*
* Ahsoka Tano, Outcast (CL 8) created by Wikia user SaintSirNicholas
* Ahsoka Tano, The Hand of Vader (CL 10) created by TheSagaContinues user fairytalejedi
* Ahsoka Tano, Ashla (CL 11) created by Wikia user Chellewalker (formally Wikia user Lukewarner)
* Ahsoka Tano, Fulcrum (CL 14) created by Wikia user Chellewalker (formally Wikia user Lukewarner)
* Ahsoka Tano, Force Disciple (CL 18) created by Wikia user Chellewalker (formally Wikia user Lukewarner)
Alzoc III Origin

*Alzoc III Origin data created by Wikia user SunsetMage001.*

*See also: Backgrounds*

**Background Planet of Origin**

Living on Alzoc III has taught you to think like a Talz. You adapt to new circumstances quickly, and navigating the tundra is second nature to you.

**Relevant Skills:** Endurance, Mechanics, Survival

**Bonus Language:** Talz
Ample Foraging

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

*See also: Feats, Species Feats*

You always seem to find the best food and shelter for yourself and your allies, increasing your ability to resist the hazards of nature.

**Prerequisite:** Ewok

**Effect:** Whenever you make a Survival check for the Basic Survival application of the Skill, each creature that consumes the food you find gains a +2 morale bonus to his or her Fortitude Defense until the start of the next day.
AeroChaser Speeder Bike

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

Designed by the engineers responsible for the Lhosan Industries Swoop Racer, the AeroChaser Speeder Bike is a quick and durable speeder bike, found on worlds throughout the galaxy. Designed and manufactured on Taris, the AeroChaser is shipped to planets throughout the Republic and beyond. Sleek and fast, the AeroChaser is also relatively inexpensive because of the large quantities produced.

During the Mandalorian Wars, Republic scouts used Lhosan AeroChasers on hotly contested worlds. The bikes were fast enough to outrun the Mandalorians' war droids, allowing Republic agents to approach Mandalorian encampments, and retreat safely if discovered. During The Jedi Civil War, these Speeder Bikes fell out of military use, but remain extremely popular with civilians throughout the galaxy.

The Lhosan AeroChaser is a single-rider speeder bike with long prongs extending from the front of the Vehicle. Designed for balance, the front-end prongs also contain significantly empty space, which unscrupulous mechanics use to mount weapons on their speeder bikes. Others use the space for storage, and some have reduced the size of the prongs to allow the speeder bike to handle more loosely. These customizations illustrate how easily the Lhosan AeroChaser is modified, its molecularity make it a favorite Vehicle for Outlaw Techs.

## AeroChaser Speeder Bike Statistics (CL 1)

Large Ground Vehicle (Speeder)

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

### Defenses

Reflex Defense: 15 (Flat-Footed: 10), Fortitude Defense: 13; +1 Armor

Hit Points: 30; Damage Reduction: 5; Damage Threshold: 18

### Offense

**Speed:** 12 Squares (Character Scale); (Maximum Velocity 400 km/h)

**Fighting Space:** 2x2 Squares (Character Scale); **No Crew Cover**

**Base Attack Bonus:** +0; **Grapple:** +8

**Special Actions:** Battlefield Effects

### Abilities

Strength: 16, Dexterity: 20, Constitution: -, Intelligence: 10

**Skills:** Initiative +9, Mechanics +5, Perception +5, Pilot +9, Use Computer +5

### Ship Statistics

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

**Cargo:** 4 Kilograms; **Consumables:** 1 Day; **Carried Craft:** None

**Availability:** Licensed; **Cost:** 5,800 (1,000 Used)
Altiri Inspector

*Altiri Inspector character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: General Units*

Every level of government has at least one law enforcement agency, and virtually all private organizations or individuals with sufficient resources have an independant security force on call. Starports and Space Stations, due to their importance in interstellar commerce, always have a substantial security presence; similarly, all but the smallest private Starships have shipboard security to deter pirates, shipjackers, and mutineers.

Inspectors, including customs inspectors and detectives, represent the top tier of law enforcement. Unlike Security Specialists (who take care of heavy fighting) or Security Officers (whose presence provides a deterrent to criminals), an Inspector has to think like a criminal- be it a smuggler, slaver, pirate, or assassin- to uncover their deceptions and find clues to that lead to their capture. In fact, many customs officers have a shady past, taking inspection positions as a way of maintaining a relatively safe and quiet retirement from more dangerous exploits.

Although honest customs officers certainly exist (particularly those working in larger starports, with coworkers and supervisors working nearby), it hasn't escaped smugglers' attentions that it's often cheaper to bribe a customs officer than to pay the legitimate tax or fine. Similarly, crime syndicates routinely have at least one Inspector "on the take," often a result of blackmail if not simple greed.

## Altiri Inspector Statistics (CL 7)

Medium Near-Human (Altiri) Scoundrel 3/Scout 4

**Force Points:** 4

**Initiative:** +10; **Senses:** Perception +16

**Languages:** Altirish, Basic, Bocce, Huttese

### Defenses

Reflex Defense: 21 (Flat-Footed: 19), Fortitude Defense: 20, Will Defense: 20; **Cramped Quarters Fighting**, Dodge, Mobility

Hit Points: 50, Damage Threshold: 20

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +4 (1d4+2)

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

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

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

**Special Actions:** Quick Draw

**Species Traits (Altiri):** Visually Striking

### Base Stats

**Abilities:** Strength 8, Dexterity 14, Constitution 12, Intelligence 14, Wisdom 16, Charisma 10

**Talents:** **Acute Senses**, **Cramped Quarters Fighting**, **Improved Initiative**, **Skirmisher**

**Feats:** Dodge, Mobility, Point-Blank Shot, Precise Shot, Quick Draw, Skill Focus (Gather Information), Skill Focus (Perception), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +8, Initiative +10 (may reroll, must take second result), Gather Information +13, Knowledge (Bureaucracy) +10, Knowledge (Galactic Lore) +10, Perception +16 (may reroll, must take second result), Stealth +10

**Possessions:** Heavy Blaster Pistol, Comlink (Short-Range), Credit Chip, Utility Belt with Medpac
Animal Companions

*Reference Book: Star Wars Saga Edition Unknown Regions*

*See also: Followers*

If the Gamemaster decides to award an Animal Companion an equal share of the group's earned Experience Points, eventually the creature will gain enough Experience Points to advance in level.

Even though it is a player-controlled NPC, the Animal Companion still follows the standard advancement rules found in Heroic Classes. Since heroes are exceptional individuals, their Animal Companions would likely become similarly exceptional.
Andor Legacy

*Andor Legacy data created by Wikia user Droidscotty.*

*See also: Legacy*

You are related to the legendary smuggler and Rebel Alliance captain Cassian Jeron Andor, who sacrificed his life to help free the galaxy from Imperial oppression. Your family is known for their commitment, bravery, and practical by-the-book intelligence.

**Prerequisite:** Human or Near-Human

**Legacy Destiny:** If you have The Legacy Destiny, you can spend a Destiny Point as a Free Action to automatically treat your next Gather Information check as though you had rolled a 20 on the check.
Alsakan

*Alsakan Planet data created by Wikia user Darthauthor.*

*See also: Galactic Gazetteer*

A heavily populated planet in The Core, Alsakan was settled millennia ago, before the foundation of The Old Republic, by colonists on the *Kuat Explorer*. The colossal battle cruisers of the ancient Alsakan Conflicts, first built about 3,000 years before the Galactic Civil War, inspired the *Invincible*-Class Dreadnaughts. Alsakan is one of many planets that surrendered to Admiral Ackbar and The Rebel Alliance fleet in the years following the Battle of Endor.

### Alsakan Statistics

**Region:** The Core

**Climate:** Temperate (Urban)

**Gravity:** Standard

**Moons:** 1

**Length of Day:** 25 Standard Hours

**Length of Year:** 380 Local Days

**Sapient Species:** 74% Human (Native), 26% Other Species

**Government:** Monarchy

**Capital:** Xenvaer

**Major Exports:** None

**Major Imports:** Foodstuffs, Medical Goods
Aqualish Tech Specialist

*Reference Book: Star Wars Saga Edition Web Enhancements (Star Wars Miniatures Previews)*

*Affiliations: The Fringe*

A violent Species from the planet Ando, Aqualish tend to be aggressive and hostile to other Species and subspecies of their own race. There are several subspecies which have distinct differences, such as four eyes instead of the more common two and varying number of claw-like digits on their hands.

Although they are not a technology-driven race, they have learned to quickly adapt and use the tools created by others. They generally work as smugglers, thugs, bounty hunters and in other unsavory jobs that suit their unpleasant disposition best.

## Aqualish Tech Specialist Statistics (CL 2)

Medium Aqualish Scoundrel 1/Scout 1

**Force Points:** 1

**Initiative:** +7; **Senses:** Perception +6

**Languages:** Basic, Aqualish, 3 Unassigned

### Defenses

Reflex Defense: 15 (Flat-Footed: 14), Fortitude Defense: 16, Will Defense: 13

Hit Points: 30, Damage Threshold: 16

### Offense

**Speed:** 6 Squares

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

**Ranged:** Sporting Blaster Rifle +1 (3d6+1)

**Base Attack Bonus:** +0, **Grapple:** +1

**Attack Options:** Point-Blank Shot

**Special Actions:** **Surveillance**

**Species Traits (Aqualish):** Bonus Feat (Toughness), Breathe Underwater, Expert Swimmer

### Base Stats

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

**Talents:** **Security Slicer**, **Surveillance**

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

**Skills:** Initiative +7, Knowledge (Technology) +9, Mechanics +14 (**Security Slicer**), Perception +6, Pilot +7, Stealth +7, Use Computer +9

**Possessions:** Sporting Blaster Rifle, Electrobinoculars, Tool Kit
Ahsoka Tano, Commander

*Reference Book: Star Wars Saga Edition Web Enhancements (Star Wars Miniatures Previews)*

*Affiliations: The Jedi, The Galactic Republic, Anakin Skywalker*

The young Togruta Jedi, called Ahsoka, was assigned to Anakin Skywalker as his Padawan by Master Yoda in an effort to teach him responsibility. Although the two were often at odds at the beginning, they eventually formed a strong master/apprentice relationship.

Being as impulsive as her master, Ahsoka managed to get herself into her fair share of trouble. This trouble included going face to face with some of the most powerful villains leading the Separatists, including Asajj Ventress and General Grievous. Many more experienced Jedi met their end facing these opponents and her surviving these encounters showed that she was as talented as she was impulsive.

During this time Ahsoka sometimes found herself working with other Jedi Masters besides Anakin. Both Aayla Secura and Luminara Unduli passed on great wisdom and knowledge to the young Togruta and they learned something from her in return. She didn't learn from only The Jedi but also from The Clones she worked with as well. Being around the Clone Troopers of the Republic gave Ahsoka the military background and confidence that she would need time and time again to lead them into battle.

## Ahsoka Tano, Commander Statistics (CL 6)

Medium Togruta Jedi 5/Noble 1

**Destiny Points:** 3; **Force Points:** 6

**Initiative:** +6; **Senses:** Spatial Awareness, Perception +8

**Languages:** Basic, Togruti, Binary, Kel Dor, Zabrak

### Defenses

Reflex Defense: 20 (Flat-Footed: 17), Fortitude Defense: 17, Will Defense: 17; **Block**, **Deflect**, **Elusive Target**

Hit Points: 67, Damage Threshold: 17

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +8 (1d4+2)

**Melee:** Lightsaber +9 (2d8+2)

**Ranged:** By Weapon +8

**Base Attack Bonus:** +5, **Grapple:** +8

**Attack Options:** Pack Hunter, Weapon Finesse

**Force Power Suite (Use the Force +10):** *Move Object*, *Surge*, *Shien Deflection*

**Species Traits (Togruta):** Pack Hunter, Sneaky, Spatial Awareness

### Base Stats

**Abilities:** Strength 8, Dexterity 16, Constitution 14, Intelligence 13, Wisdom 10, Charisma 14

**Talents:** **Born Leader**, **Block**, **Deflect**, **Elusive Target**

**Feats:** Force Sensitivity, Force Training (3), Linguist, Weapon Finesse, Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +11, Perception +8, Use the Force +10

**Possessions:** Lightsaber
Aeten II

*Aeten II Planet data created by Wikia user Darthauthor.*

*See also: Galactic Gazetteer*

A Wild Space world in the Dreighton Nebula, the source of the rare stygium crystals used in cloaking devices. The planet's deposits of crystals ran dry, making cloaking devices exceedingly rare.

### Aeten II Statistics

**Region:** Wild Space

**Climate:** Hot (Volcanic)

**Gravity:** Standard

**Moons:** 2

**Length of Day:** 21 Standard Hours

**Length of Year:** 435 Local Days

**Sapient Species:** 64% Human, 26% Twi'lek, 7% Sullustan, 3% Other Species

**Government:** Trade Guilds

**Capital:** Aenten Mining Outpost

**Major Exports:** Raw Materials, Stygium Crystals

**Major Imports:** Foodstuffs, Industrial Equipment, Water
Ammuud

*Homebrew Reference Book: Corporate Sector Sourcebook*

*See also: Galactic Gazetteer*

Despite being in a relatively distant area of The Corporate Sector, Ammuud has a surprisingly ancient history. Settled over ten thousand years ago by intrepid colonists from Thokos, the newborn society underwent a radical cultural transformation when its colony lost contact with the outside galaxy.

For millennia their barbaric feuding raged on, until at last a codified system of laws was adopted by each of the seven nation states. The Code of Ammuud specified that disputes were to be settled by a formal challenge and death duel between the two aggrieved parties. Only one fatality resulted instead of the scores from a typical clan war.

In Ammuud's terms this was true progress. When The Corporate Sector sprang up around the planet, The Corporate Sector Authority allowed its backward neighbors to continue practicing their quaint laws, albeit under Authority subcontract.

### Ammuud Statistics

**Region:** The Outer Rim

**Climate:** Temperate

**Gravity:** Standard

**Moons:** 0

**Length of Day:** 23 Standard Hours

**Length of Year:** 380 Local Days

**Sapient Species:** 100% Human

**Government:** The Ammuud Clans

**Capital:** Various Clan Houses

**Major Exports:** Minerals

**Major Imports:** Technology
Anakin Skywalker

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

*Affiliations: The Galactic Republic, The Jedi, Padmé Amidala, Obi-Wan Kenobi*

Believed by many to be the Chosen One foretold by ancient prophecies to bring balance to the Force, Anakin Skywalker is the exception to other Jedi in many ways. He spends most of his childhood away from the Jedi Temple on Tatooine with his mother. Highly stubborn and emotional, he shows arrogance in his abilities as a pilot, with a Lightsaber, and with the Force. Unlike other Jedi who display overconfidence in their abilities, Anakin is able to back up his boasts.

When Obi-Wan Kenobi is tasked with leading Republic troops into battle during the Clone Wars, Anakin serves as his assistant, leading clone starfighter pilots against Separatist forces. His leadership and piloting skills help the clone pilots emerge victorious time and again, even though his recklessness and overconfidence frustrates Obi-Wan Kenobi.

Anakin begins to feel the true burden of leadership when he is paired with a strong-minded Padawan named Ahsoka Tano. Only then does he begin to appreciate all that Obi-Wan has tried to teach him.

## Anakin Skywalker Statistics (CL 14)

Medium Human Jedi 7/Jedi Knight 5/Ace Pilot 2

**Destiny Points:** 2; **Force Points:** 6, Strong in the Force; **Dark Side Score:** 7

**Initiative:** +15; **Senses:** Perception +9

**Languages:** Basic, Binary, Huttese

### Defenses

Reflex Defense: 31 (Flat-Footed: 28), Fortitude Defense: 31, Will Defense: 28; **Block**, **Deflect**, Vehicular Combat, Vehicle Dodge (+1)

Hit Points: 141, Damage Threshold: 31

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +16 (1d4+10)

**Melee:** Lightsaber +18 (2d8+15)

**Melee:** Lightsaber +16 (3d8+15) with Rapid Strike

**Ranged:** By Weapon +16

**Base Attack Bonus:** +13, **Grapple:** +16

**Attack Options:** Rapid Strike

**Special Actions:** **Djem So**, **Redirect Shot**

**Force Power Suite (Use the Force +19):** *Dark Rage*, *Farseeing*, *Force Disarm*, *Force Grip*, *Force Slam* (2), *Move Object*, *Rebuke*, *Surge*

**Force Techniques:** Force Point Recovery, Improved Move Light Object

### Base Stats

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

**Talents:** **Armored Defense**, **Block**, **Deflect**, **Djem So**, **Force Pilot**, **Redirect Shot**, **Renowned Pilot**, **Weapon Specialization (Lightsabers)**

**Feats:** Armor Proficiency (Light), Force Sensitivity, Force Training (3), Rapid Strike, Skill Focus (Use the Force), Strong in the Force, Vehicular Combat, Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +15, Initiative +15, Mechanics +14, Use the Force +19 (may substitute for Pilot checks)

**Possessions:** Lightsaber (Self-Built), Comlink (Short-Range, Encrypted), Cybernetic Prosthesis (1, Right Hand), Utility Belt with Medpac, Jedi Robes
Airspeeders

*See also: Vehicles*

Airspeeders are repulsorlift Vehicles that can travel anywhere up to about 300 kilometers above ground level, but they are incapable of true space flight. Because they fly so high above the ground, they ignore penalties for Difficult Terrain and obstacles. Of all Planetary Vehicles, Airspeeders are the most maneuverable.

## Additional Airspeeders

The below details all Airspeeders found within the *Star Wars Saga Edition* Reference Books.

### Knights of the Old Republic Campaign Guide

Though most commonly used on worlds with large urban populations (necessitating traffic lanes that stretch up into the sky), Airspeeder production lags during the turbulent years following The Great Sith War.

Those who once owned Airspeeders trade them in for small Starfighters or a Space Transport; the ability to flee a planet under assault from The Mandalorians or The Sith Empire quickly outweighs the additional costs of maintaining a Starship.

### Legacy Era Campaign Guide

As cities continue to grow, the need for rapid air transport becomes ever more important. With the rebuilding of Coruscant following the Yuuzhan Vong Invasion, several Airspeeder manufacturers are able to rise from relative obscurity by securing exclusive contracts to provide government Air Vehicles to replace what was lost during the war. By the time Darth Krayt comes to power, some of these formerly obscure corporations have risen significantly in both power and prominence.

## Homebrew Airspeeders

The following are a collection of Tested Airspeeders created through Homebrew Content. Their use may only be permitted with the express permission of the Gamemaster.
Anzati Dark Side Marauder

*Anzati Dark Side Marauder character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: General Units*

Though The Jedi are the most powerful Force-users in the galaxy, they are by no means the only ones. Dark Side Marauders are Force-sensitive individuals consumed with rage, hatred, or an insatiable hunger for personal power.

## Anzati Dark Side Marauder Statistics (CL 4)

Medium Anzati Soldier 4

**Force Points:** 1; **Dark Side Score:** 14

**Initiative:** +7; **Senses:** Low-Light Vision, Perception +4

**Languages:** Anzat, Basic

### Defenses

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

Hit Points: 50, Damage Threshold: 19

### Offense

**Speed:** 4 Squares; Presence Sense

**Melee:** Vibro-Axe +7 (2d10+8)

**Melee:** Vibro-Axe +7 (3d10+8) with Mighty Swing

**Ranged:** Hold-Out Blaster Pistol +4 (3d4+2)

**Base Attack Bonus:** +4, **Grapple:** +7; Energy Drain

**Attack Options:** **Devastating Attack (Advanced Melee Weapons)**, Mighty Swing

**Special Actions:** **Indomitable**, Mesmerize

**Force Power Suite (Use the Force +8):** *Dark Rage* (2), *Surge*

**Species Traits (Anzati):** Bonus Class Skills (Stealth, Survival), Energy Drain, Low-Light Vision, Mesmerize, Presence Sense

### Base Stats

**Abilities:** Strength 16, Dexterity 10, Constitution 13, Intelligence 8, Wisdom 14, Charisma 12

**Talents:** **Devastating Attack (Advanced Melee Weapons)**, **Indomitable**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Force Sensitivity, Force Training, Mighty Swing, Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +7, Use the Force +8

**Possessions:** Battle Armor (+8 Reflex, +2 Fortitude), Hold-Out Blaster Pistol, Vibro-Axe, Comlink (Short-Range), 100 credits
Alderaan Origin

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

*See also: Backgrounds*

**Background Planet of Origin**

You were raised on the idyllic Core World of Alderaan. Your people abandoned open warfare far in your past, and you grew up learning the values of peace, diplomacy, and freedom.

**Relevant Skills:** Knowledge (Any), Persuasion, Treat Injury

**Bonus Language:** High Galactic
Ahsoka Tano, The Hand of Vader

*Ahsoka Tano, The Hand of Vader character data created by TheSagaContinues user fairytalejedi.*

*Affiliations: The Galactic Empire, The Sith, Darth Vader*

"*The Jedi Order betrayed me. I saw them fall through their own short sightedness. But a new order has arisen, and reunited with my master, I will bring peace and justice to the galaxy!"*

The following statistics are a homebrew build of an alternate universe where Ahsoka Tano falls to The Dark Side and joins Darth Vader in the creation of The Galactic Empire.

## Ahsoka Tano, The Hand of Vader Statistics (CL 10)

Medium Togruta Jedi 7/Soldier 3

**Force Points:** 5; **Dark Side Score:** 14

**Initiative:** +8; **Senses:** Spatial Awareness, Use the Force +13

**Languages:** Basic, Shyriiwook (understand only), Togruti

### Defenses

Reflex Defense: 25 (Flat-Footed: 21), Fortitude Defense: 22, Will Defense: 23; **Block**, **Deflect**, Vehicular Combat

Hit Points: 79, Damage Threshold: 22

### Offense

**Speed:** 6 Squares; Follow Through

**Melee:** Lightsaber +14 (2d8+7)

**Melee:** Short Lightsaber +16 (2d6+6)

**Melee:** Lightsaber +12 (2d8+6) and Short Lightsaber +14 (2d6+6)

**Ranged:** By Weapon +13

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

**Attack Options:** Pack Hunter, **Shoto Focus**, Weapon Finesse

**Special Actions:** **Redirect Shot**, **Visions**

**Force Power Suite (Use the Force +13):** *Dark Rage*, *Farseeing*, *Force Grip*, *Mind Trick*, *Move Object*, *Surge*

**Species Traits (Togruta):** Pack Hunter, Sneaky, Spatial Awareness

### Base Stats

**Abilities:** Strength 12, Dexterity 17, Constitution 11, Intelligence 13, Wisdom 14, Charisma 16

**Talents:** **Block**, **Deflect**, **Force Perception**, **Redirect Shot**, **Shoto Focus**, **Visions**

**Feats:** Armor Proficiency (Light), Dual Weapon Mastery I, Dual Weapon Mastery II, Follow Through, Force Sensitivity, Force Training (2), Martial Arts I, Vehicular Combat, Weapon Finesse, Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +13, Pilot +13, Stealth +8 (may reroll, must take second result), Use the Force +13 (may substitute for Perception checks)

**Possessions:** Lightsaber (Self-Built), Short Lightsaber (Self-Built), Comlink (Short-Range, Encrypted, Holo Capability)
Aleen

*Aleen Planet data created by Wikia user Darthauthor.*

*See also: Galactic Gazetteer*

A rocky, temperate world found in The Mid Rim of the galaxy, the planet Aleen is known for its friendly, boisterous natives, the Aleena, who have traveled throughout the galaxy. Beneath Aleen's ground are other civilizations, unknown to the surface world or to the Republic. A series of devastating groundquakes suffered by the planet during the Clone Wars exposed passageways that connected the exterior and interior worlds.

### Aleen Statistics

**Region:** The Mid Rim

**Climate:** Temperate

**Gravity:** Standard

**Moons:** 1

**Length of Day:** 31 Standard Hours

**Length of Year:** 399 Standard Days

**Sapient Species:** 90% Aleena (Native), 9% Kindalo (Native), 1% Other Species

**Government:** Monarchy

**Capital:** None

**Major Exports:** None

**Major Imports:** None
An'ya Kuro

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

*Affiliations: The Jedi*

The Dark Woman, originally named An'ya Kuro, has an unremarkable childhood in the Jedi Temple, but she gains notice soon after achieving the rank of Jedi Knight. She travels the galaxy searching for Force-sensitive children to bring into The Jedi Order, among them Ki-Adi-Mundi.

Kuro uses training methods considered by the High Council to be too harsh, despite the fact that her methods quite effective for most of her students. However, a few of her pupils- among them Aurra Sing- fail under the pressure and leave The Jedi Order.

After a short exile and return to The Jedi Order, Kuro accompanies the Jedi task force to Geonosis and helps in the Starfighter battle. Later, she chooses to assist the war effort as a spy instead of as a military leader.

 An'ya Kuro (The Dark Woman) Statistics (CL 16)

Medium Human Jedi 7/Jedi Knight 6/Jedi Master 3

**Destiny Points:** 3; **Force Points:** 7; **Dark Side Score:** 2

**Initiative:** +15; **Senses:** Improved Sense Force, Use the Force +20

**Languages:** Basic, Huttese

### Defenses

Reflex Defense: 32 (Flat-Footed: 29 (**Lightsaber Defense:** 34)), Fortitude Defense: 30, Will Defense: 31; **Block**, **Deflect**, Dodge, Mobility

Hit Points: 134, Damage Threshold: 30

**Immune:** Fear effects

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +18 (1d6+9)

**Melee:** Lightsaber +20 (2d8+10)

**Melee:** Lightsaber +17 (2d8+10) and Lightsaber +17 (2d8+10) with Double Attack

**Ranged:** By Weapon +18

**Base Attack Bonus:** +16, **Grapple:** +18

**Attack Options:** Double Attack (Lightsabers), Power Attack, Weapon Finesse

**Special Actions:** **Gauge Force Potential**, Serenity, **Skilled Advisor**

**Force Power Suite (Use the Force +20):** *Cloak*, *Force Slam*, *Move Object*, *Phase*, *Rebuke*, *Technometry*

**Force Secrets:** Distant Power, Quicken Power

**Force Techniques:** Force Point Recovery, Improved Phase, Improved Sense Force

### Base Stats

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

**Talents:** **Block**, **Clear Mind**, **Deflect**, **Force Perception**, **Gauge Force Potential**, **Lightsaber Defense** (2), **Multiattack Proficiency (Lightsabers)**, **Skilled Advisor**

**Feats:** Dodge, Double Attack (Lightsabers), Force Sensitivity, Force Training (2), Martial Arts I, Mobility, Power Attack, Skill Focus (Use the Force), Weapon Finesse, Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +15, Knowledge (Galactic Lore) +14, Knowledge (Tactics) +14, Use the Force +19 (may reroll when opposing Sense Force checks, must take second result; may substitute for Perception checks)

**Possessions:** Lightsaber (Self-Built), Black Jedi Robes
Ania Solo

*Ania Solo character data created by Wikia user SaintSirNicholas.*

*Affiliations: The Fringe, The Galactic Triumvirate*

Descended from galactic heroes, Ania Solo is a small-time junk trader in The Outer Rim. Having been saved by AG-37 from captivity during the resurgence of The Fel Empire, Ania is largely content to lay low in her workshop and avoid galactic conflicts. This discretion is interrupted when Ania chances upon the Lightsaber of an Imperial Knight. This discovery was the first clue of an insurgency by Darth Wredd, a conflict that would drag Ania onto the galactic stage.

## Ania Solo Statistics (CL 9)

Medium Human Scout 2/Scoundrel 5/Outlaw 2

**Destiny Points:** 1; **Force Points:** 8; **Dark Side Score:** 1

**Initiative:** +11, Bad Feeling; **Senses:** Perception +5

**Languages:** Basic, Binary, Huttese, Mon Calamarian

### Defenses

Reflex Defense: 25 (Flat-Footed: 23), Fortitude Defense: 22, Will Defense: 21; **Evasion**, **Preternatural Senses**

Hit Points: 68, Damage Threshold: 22; Shake It Off

### Offense

**Speed:** 6 Squares; Fugitive (+1), **Strike and Run**

**Melee:** Unarmed +5 (1d4+4)

**Ranged:** Heavy Blaster Pistol +8 (3d8+4)

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

**Attack Options:** Point-Blank Shot

**Special Actions:** Gearhead, Hasty Modification, **Hesitate**, Quick Draw, Scavenger

### Base Stats

**Abilities:** Strength 10, Dexterity 15, Constitution 13, Intelligence 16, Wisdom 12, Charisma 14

**Talents:** **Evasion**, **Hesitate**, **Preternatural Senses**, **Quick Fix**, **Strike and Run**

**Feats:** Bad Feeling, Gearhead, Hasty Modification, Point-Blank Shot, Quick Draw, Scavenger, Shake It Off, Skill Focus (Knowledge (Technology)), Skill Focus (Mechanics), Tech Specialist, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +11, Endurance +10, Initiative +11, Knowledge (Technology) +17, Mechanics +17 (**Quick Fix**), Persuasion +11, Pilot +11, Stealth +11, Survival +10

**Possessions:** Heavy Blaster Pistol (Improved Accuracy), Comlink (Short-Range), Simple Clothing

### Heroic Traits

**The Legacy Destiny (Solo Legacy):** Ania Solo is part of the legendary Solo Family. She may spend a Destiny Point as a Free Action to automatically treat her next Mechanics check as though she had rolled a 20 on the check.
Amphibious Seals

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

**Starship Systems Type:**Starship Accessories

**Emplacement Points:**2

**Availability:**Common

**Cost:**4,000 (Base)

Amphibious Seals allow a Starship to function as a submarine. This unusual modification is popular with traders who do extensive business with Species that have underwater cities (including Quarren, Mon Calamari, and Gungans) and with smugglers who want to be able to hide a ship underwater. By redesigning a ship's seals to handle high exterior pressure and ensure that no venting allows water into engines, heat sinks, or weapon ports, Starships can function well underwater.

They are slow, with a swim speed only one-half their fly rate (minimum 1 square movement) and a maximum underwater velocity only one-tenth their atmospheric velocity. However, they might escape detection underwater (unless the local authorities have submersibles on hand).

If a Starship is normally able to land on the surface of a planet, adding Amphibious Seals adds the ability to land safely in any body of water large enough to accommodate it. This can be useful when exploring planets without civilized starport facilities, or when a pilot wishes to avoid using such heavily monitored facilities.
Archaic Lightsaber

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

Before The Great Sith War, Lightsabers required significantly higher power output to maintain the stable, solid blade that makes the weapon useful both for offense and defense. As a result, Lightsabers required large power cells, some larger than a Human hand, to function at full capacity. These power cells were worn on the belt or on the back, and were connected to the hilt of the Archaic Lightsaber via a long, slender cord.

Around the same time that Pulse-Wave weapons were phased out in favor of modern blasters, Lightsabers underwent a design revolution that miniaturized the power cells required to fuel the energy blade. With the development of this new technology, the Jedi devised methods of Lightsaber creation that integrated these drastically smaller power cells into the hilt of the Lightsaber, eliminating the need for the external Power Pack. With this revolution, the Archaic Lightsaber design was almost entirely abandoned.

The Archaic Power Pack has one advantage over its modern analogs. The fact that the Archaic Lightsaber is physically attached to the Archaic Power Pack by a power cord means that the weapon doesn't go far, or roll away on its own when dropped, though any kind of force applied to the power cord (such as a Disarm attempt) immediately disconnects the Archaic Lightsaber from its power source.

An Archaic Lightsaber is somewhat weaker than the classic Lightsaber due to the lack of a sophisticated power supply and the distance of the Energy Cell from the Archaic Lightsaber's main body.

An Archaic Lightsaber requires a special Power Pack to operate (costing 600 credits, but it lasts almost indefinitely).

**Weapon Type:** Lightsabers

**Size:**Medium

**Cost:** 2,000

**Damage:** 2d6

**Weight:** 1 Kilogram

**Type:** Energy and Slashing

**Availability:** Rare
Antidote Synthesizer

*Reference Book: Star Wars Saga Edition Unknown Regions*

**Equipment Type:** Medical Gear

**Cost:** 2500

**Weight:**0.8 Kilograms

An Antidote Synthesizer is a small, portable device that takes the portability of a Microlab one step farther. If an antidote to a Poison or a toxin is needed and proper medical attention is not immediately available, an Antidote Synthesizer can be used to help the victim survive. The Antidote Synthesizer can analyze a small amount of Poison or toxin inserted into the machine's sample tube, and within 1d6 rounds it can create 1d4 doses of antivenom or antitoxin that each grant a +2 bonus to a Treat Injury check made to treat the Poison or toxin. To reproduce an antidote after the doses are expended, however, requires a new sample of the Poison or toxin.
Ambusher Officer

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

*Affiliations: General Units*

Like his Ambushers, the Ambushers Officer is a trained soldier who has survived many engagements. He is older than the other Ambushers and carries an air of command.

*Judging by his insignia, this Human is in a position of authority over the other soldiers. His demeanor is one of control and confidence, and he carries his carbine with practiced ease.*

### Tactics

The Ambusher Officer uses his **Born Leader**, **Coordinate**, and **Trust** Talents to get the most out of his troops. If his troops gain the advantage or pin down the heroes, the Ambusher Officer uses his Comlink to call in an Artillery Strike on their location.

 Ambusher Officer Statistics (CL 5)

Medium Human Nonheroic 4/Noble 3/Officer 1

**Force Points:** 2

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

**Languages:** Basic, Bocce

### Defenses

Reflex Defense: 16 (Flat-Footed: 16), Fortitude Defense: 15, Will Defense: 20

Hit Points: 33, Damage Threshold: 20

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +6 (1d4+2)

**Ranged:** Blaster Carbine +5 (3d8+2)

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

**Attack Options:** Autofire (Blaster Carbine), Point-Blank Shot, Precise Shot

**Special Actions:** **Born Leader**, **Coordinate** (+1), **Trust**

### Base Stats

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

**Talents:** **Born Leader**, **Coordinate** (+1), **Trust**

**Feats:** Improved Damage Threshold, Point-Blank Shot, Precise Shot, Skill Focus (Persuasion), Skill Training (Perception), Skill Training (Stealth), Toughness, Weapon Proficiency (Rifles) Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +8, Knowledge (Tactics) +10, Perception +10, Persuasion +16, Stealth +13

**Possessions:** Blaster Carbine, Comlink (Short-Range, Encrypted), Camouflage Poncho, Datapad with Geographic Data, Uniform
Amira

*Amira character data created by wizards forum user richterbelmont10.*

*Affiliations: The Fallanassi*

Amira is a wife and mother of three boys, all White Current Adepts. She was trained as such from birth. Her duties include Keeper of Knowledge and Traditions of the White Current Adepts. She is considered one of the most skilled practitioner of The Force in her community. Additionally, she is an excellent scout, trained to patrol for any signs of danger or discovery due to her concerns is protect her family and community, which she does with great vigilance.

However, on a recent scouting mission, Amira has discovered a grave threat to her community that could force them to relocate.

## Amira Statistics (CL 10)

Medium Human Scout 4/Noble 3/Force Adept 3

**Force Points:** 6

**Initiative:** +11, Bad Feeling; **Senses:** Perception +12

**Languages:** Basic, Bocce, Bothese, Felucianese, Ryl, Selkath

### Defenses

Reflex Defense: 23 (Flat-Footed: 22), Fortitude Defense: 23, Will Defense: 26; Resolute Stance

Hit Points: 72, Damage Threshold: 23

### Offense

**Speed:** 6 Squares

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

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

**Melee:** Quarterstaff -2 (1d6+6) and Quarterstaff -2 (1d6+6)

**Ranged:** By Weapon +8

**Base Attack Bonus:** +7, **Grapple:** +8

**Special Actions:** **Force Immersion**, **Illusion Bond**, **Immerse Another**, **Masquerade** (Adaptable Talent), **Ride the Current**

**Force Power Suite (Use the Force +17):** *Blind*, *Cloak*, *Force Light*, *Force Stun*, *Mind Trick*, *Obscure*

**Force Techniques:** Improved Cloak

### Base Stats

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

**Talents:** **Force Immersion**, **Illusion**, **Illusion Bond**, **Immerse Another**, **Ride the Current**, **White Current Adept**

**Feats:** Adaptable Talent (**Masquerade**), Bad Feeling, Force Sensitivity, Force Training (2), Linguist, Resolute Stance, Skill Focus (Knowledge (Galactic Lore)), Skill Focus (Use the Force), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +12, Gather Information +12, Initiative +11, Knowledge (Galactic Lore) +17, Knowledge (Life Sciences) +12, Perception +12, Survival +12, Use the Force +17 (may substitute for Stealth checks)

**Possessions:** Quarterstaff
Altiri Epsis Sentry

*Altiri Epsis Sentry character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: Epsis*

The Epsis Sentries are a common sight in Epsis-controlled portions of Point Nadir. They possess no distinct uniform but regularly wear blue Combat Jumpsuits. Humans are the most common Species in Epsis' Sentry Corps, but other Species are also represented.

*This soldier is dressed in a blue Combat Jumpsuit that features no distinctive badges or marks. They carry a Force Pike in one hand, a slung Blaster Carbine, and a Blaster Pistol in a holster on their hip.*

## Altiri Epsis Sentry Statistics (CL 2)

Medium Near-Human (Altiri) Scout 1/Soldier 1

**Force Points:** 1

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

**Languages:** Altirish, Basic, 1 Unassigned

### Defenses

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

Hit Points: 34, Damage Threshold: 14

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +3 (1d4+2)

**Melee:** Force Pike +3 (2d8+2)

**Ranged:** Blaster Carbine +2 (3d8+1)

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

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

**Base Attack Bonus:** +1, **Grapple:** +3

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

**Species Traits (Altiri):** Visually Striking

### Base Stats

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

**Talents:** **Armored Defense**, **Evasion**

**Feats:** Armor Proficiency (Light), Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +7, Mechanics +7, Perception +8, Treat Injury +8, Use Computer +7

**Possessions:** Combat Jumpsuit (+4 Reflex), Blaster Carbine, Blaster Pistol, Force Pike, Stun Grenade (1), Binder Cuffs, Comlink (Short-Range)
Allise Lamina

*Allise Lamina character data created by user Lil\_Literalist.*

*Affiliations: The Inquisitorius, The Zeison Sha*

*Exiled by her people in despair, Allise Lamina was forced into the ranks of The Inquisitorius and molded into a cruel weapon of the Empire.*

## Allise Lamina Statistics (CL 16)

Medium Human Jedi 3/Soldier 6/Scout 1/Force Adept 3/Force Disciple 3

Prophet; **Force Points:** 5; **Dark Side Score:** 14

**Initiative:** +12; **Senses:** Low-Light Vision, Perception +17

**Languages:** Basic

### Defenses

Reflex Defense: 33 (Flat-Footed: 29), Fortitude Defense: 35, Will Defense: 34; Resilient Strength

Hit Points: 105, Damage Threshold: 35

**Immune:** Mind-Affecting effects

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +17 (1d4+12)

**Melee:** Lightwhip\* +20 (3d4+12, 2-Square Reach)

**Melee:** Discblade\* +19 (3d8+17)

**Ranged:** Discblade\* +23 (3d8+17)

**Ranged:** Stun Grenade (2) +21 (4d6+8, 2-Square Burst)

**Base Attack Bonus:** +13, **Grapple:** +17

**Attack Options:** **Discblade Arc**, **Distant Discblade Throw**, **Hold the Line**, Mighty Throw, Point-Blank Shot, Precise Shot, **Rising Panic**

**Special Actions:** **Attune Weapon**, **Empower Weapon**, **Recall Discblade**, **Victorious Force Mastery**

**Force Power Suite (Use the Force +20):** *Dark Rage*, *Enlighten*, *Farseeing*, *Fear*, *Force Grip*, *Force Lightning* (2), *Force Shield* (2), *Force Track*, *Intercept*, *Mind Trick*, *Move Object* (2), *Rebuke*

**Force Regimens:** Eyes of the Force, Quiet the Mind, Telekinetic Practice

**Force Secrets:** Devastating Power, Quicken Power

**Force Techniques:** Improved Dark Rage

*\*This Weapon is both Attuned and Empowered*

### Base Stats

**Abilities:** Strength 19, Dexterity 18, Constitution 8, Intelligence 10, Wisdom 14, Charisma 14

**Talents:** **Attune Weapon**, **Discblade Arc**, **Discblade Mastery**, **Distant Discblade Throw**, **Empower Weapon**, **Hold the Line**, **Recall Discblade**, **Rising Panic**, **Victorious Force Mastery**

**Feats:** Armor Proficiency (Light), Force Regimen Mastery, Force Sensitivity, Force Training (5), Mighty Throw, Point-Blank Shot, Precise Shot, Resilient Strength, Skill Focus (Knowledge (Galactic Lore)), Skill Focus (Use the Force), Weapon Proficiency (Lightsabers), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +17, Knowledge (Galactic Lore) +18, Perception +17, Use the Force +20

**Possessions:** Discblade (Superior Damage, Neutronium Reinforcement), Lightwhip (Superior Accuracy), Stun Grenade (2)

### Heroic Traits

**Event (Exiled):** Having been cast out from The Zeison Sha, Allise Lamia was driven into the company of The Inquisitorius. As such, she can plot a safe course for Hyperspace travel in half the time it normally takes (30 seconds, or 5 rounds). Additionally, she gains Skill Focus (Knowledge (Galactic Lore)) as a bonus Feat.
Agile Riposte

*Homebrew Reference Book: Legacy of the Force Sourcebook*

*See also: Feats*

You are able to attack when your opponent is most vulnerable- the same instant they strike you.

**Prerequisites:** Dexterity 13, Combat Reflexes, Dodge

**Effect:** Once per round, when an opponent makes a melee attack against you and misses, you may make an immediate Attack of Opportunity against that opponent.