recursal/Fanatic-Fandom huggingface dataset:
Coordinated Attack

## **Coordinated Attack**

You are skilled at coordinating your attacks with your allies.

**Prerequisite**: Base
attack bonus +2.

**Benefit**: You are
automatically successful when using the aid another action to aid an ally’s
attack or suppress an enemy as long as the target is adjacent to you or within
point blank range.

**Normal**: You must make an attack roll against a Reflex
Defense of 10 to gain the benefits of the aid another action.
Defenses

Your defenses represent your ability to avoid taking damage and overcome attacks against your body and mind. You have three defense scores:

**Reflex Defense:**

10 + your heroic level or armor bonus + Dexterity modifier + class bonus + natural armor bonus + size modifier

**Fortitude Defense****:**

10 + your heroic level + Constitution modifier + class bonus + equipment bonus

**Will Defense****:**

10 + your heroic level + Wisdom modifier + class bonus

Your species, talents, and actions may grant additional bonuses to one or more of these defenses. For example, Gamorreans gain a +2 species bonus to Fortitude Defense, while a character with the Improved Defenses feat gains a +1 bonus to all three defenses.
Bolster Ally (Talent)

## **Bolster Ally**

As a standard action, you can bolster an ally within line of sight, moving him +1 step along the condition track and giving him a number of bonus hit points equal to his character level if he’s at one-half his maximum hit points or less. Damage is subtracted from the bonus hit points first, and any bonus hit points remaining at the end of the encounter go away. You can’t bolster the same ally more than once in a single encounter, and you can’t bolster yourself.
Force Haze (Talent)

## **Force Haze**

You can spend a Force Point as a standard action to create a “haze” that hides you and your allies from the perception of others. You can hide a number of creatures in line of sight equal to your class level. Make a Use the Force check and compare the result to the Will Defense of any opponent that moves into line of sight of any creature hidden by your Force haze. If your check result beats the opponent’s Will Defense, all hidden creatures are treated as if they had total concealment against that opponent.

The Force haze lasts up to 1 minute but is dismissed instantly if anyone hidden by the Force haze makes an attack.

**Prerequisite**: Clear Mind.
Cerea

## Cerea

**Region**: Mid Rim

**Climate**: Temperate

**Gravity**: Standard

**Moons**: 1

**Length of Day**: 27 standard hours

**Length of Year**: 386 standard days

**Sapient Species**: 98% Cerean (native), 1% Human, 1% other species

**Government**: Council of Elders

**Capital**: Tecave

**Major Exports**: Foodstuffs

**Major Imports**: Technology

**Knowledge (Galactic Lore)**

 20
 25
 30

Knowledge (Social Sciences)

 20
 25
Persuasion (Skill)

## **Persuasion (Cha)**

You can influence others with your tact, subtlety, and social grace, or
you can threaten them into being more cooperative.

Change Attitude: As a
full-round action, you can make a Persuasion check to adjust the attitude of a
creature with an Intelligence of 2 or higher using words, body language, or a
combination of the two. The target must be able to see you. Apply a modifier to
the check based on the target’s current attitude toward you: hostile -10,
unfriendly -5, indifferent -2, friendly +0 (see Table 4-4: Attitude Steps). If
the check equals or exceeds the target’s Will Defense, the target’s attitude
shifts one step in your favor. If the target creature cannot understand your speech,
apply a -5 penalty on your Persuasion check. You may attempt to change the
attitude of a given creature only once per encounter.

Haggle: Whenever you
use the Gather information skill, you can make a persuasion check as a swift
action to reduce by half the amount you must pay to acquire the information you
desire. Conversely, you can use this skill as a full-round action to increase
or reduce the sell price of a desired item by 50%. The DC depends on the
attitude of the individual (or individuals) with whom you’re dealing:
unfriendly DC 30, indifferent DC 25, friendly DC 20, helpful DC 15. You can’t
haggle with  creatures that are hostile
toward you or creatures that have an Intelligence of 2 or lower. No matter how
adept you are at haggling, a creature won’t pay more for an item that can
easily be obtained elsewhere for the standard listed price.

Intimidate: As a
full-round action, you can make a Persuasion check to force a single creature
with an Intelligence of 1 or higher to back down from a confrontation,
surrender one of its possessions, reveal a piece of secret information, or flee
from you for a short time. The creature must be able to see you. Your check
result must equal or exceed the target’s Will Defense for the intimidation
attempt to succeed. Apply a modifier to the check based on the threat the
target perceives from you:

  Target is helpless or completely at your mercy
  Target is clearly outnumbered or disadvantaged
  Target is evenly matched with you
  You are clearly outnumbered or disadvantaged
  You are helpless or completely at the target’s mercy

You can’t force the target to obey your every command or do something
that endangers its life or the lives of its allies. A creature you successfully
intimidate becomes one step more hostile toward you as soon as you are no
longer an imminent threat (see Table 4-4: Attitude Steps).

Retry: If you fail a
Persuasion check, you cannot make any further Persuasion checks against the
targeted creature for 24 hours.

Special: You can’t take 10 on a Persuasion check, but you
can’t take 20.
Force Perception

You can make a Use the Force check instead of a Perception check to avoid surprise, notice enemies, sense deception, or sense influence. You are considered trained in the Perception skill for purposes of using this talent. If you are entitled to a Perception check reroll, you may reroll your Use the Force check instead (subject to the same circumstances and limitations).
Draw Fire

You can distract opponents and convince them that you are the most tempting (or most dangerous) target in an area. As a swift action, make a Persuasion check and compare the result to the Will Defense of all opponents within line of sight. If the check result exceeds an opponent’s Will Defense, that opponent cannot attack any character within 6 squares of you until the start of your next turn as long as you do not have cover against that opponent. (The affected opponent may still attack you, however.)
Baby Vegeta (transformation)

Niveau max
  **120** |  |  | 50

* Stats
* Potentiel max
* Orbes

 * Liens
* Catégories

**Boss** - (ATT et DEF +25%)

**Briser la limite** - (Ki +2 & ATT et DEF +5%)

**GT** - (Ki +2, ATT et DEF +10%)

**Cruel** - (ATT +10%)

**Ambition de conquête** - (ATT et DEF +15%)

**Haine des Saiyans** - (Ki +3, ATT +10%)

Catégorie - Boss de GT

**Catégorie - Corps et esprit corrompus**

Catégorie - Corps et esprit corrompus

**Catégorie - Terrifiants conquérants**

**Catégorie - Diaboliques et sans merci**

.

**Catégorie - Transformation fortifiante**

**Catégorie - Vie artificielle**

**Catégorie - Objectif Son Goku**

**Catégorie - Vengeance**

**Catégorie - Guerriers galactiques**

**Catégorie - Dernier atout**

 Niveau max
  **120** |  |  | 50

* Stats
* Potentiel max
* Orbes

* Catégories

**Boss** - (ATT et DEF +25%)

**Briser la limite** - (Ki +2 & ATT et DEF +5%)

**GT** - (Ki +2, ATT et DEF +10%)

**Cruel** - (ATT +10%)

**Ambition de conquête** - (ATT et DEF +15%)

**Haine des Saiyans** - (Ki +3, ATT +10%)

Catégorie - Boss de GT

**Catégorie - Corps et esprit corrompus**

Catégorie - Corps et esprit corrompus

**Catégorie - Terrifiants conquérants**

**Catégorie - Diaboliques et sans merci**

.

**Catégorie - Transformation fortifiante**

**Catégorie - Vie artificielle**

**Catégorie - Objectif Son Goku**

**Catégorie - Vengeance**

**Catégorie - Guerriers galactiques**

**Catégorie - Dernier atout**
Improved Charge

## **Improved Charge**

You can charge around obstacles.

**Prerequisites**:
Dexterity 13, Dodge, Mobility.

**Benefit**: You can make a
charge (see page 152) without having to move in a straight line, and you can
alter your direction when making a charge to avoid obstacles. All other charge
rules apply.

**Normal**: A character must charge in an unobstructed
straight line.
Feats

## **Acquiring Feats**

Choose the feats you feel best represent your character’s interests and capabilities. Each character gets one feat when the character is created (at 1st level. At 3rd, 6th, 9th, 12th, 15th, and 18th level, characters gain another feat. For multiclass characters, feats are gained according to total character level, not by individual class levels.

Additionally, classes get bonus feats chosen from special lists. Humans also get a bonus feat at 1st level, chosen from any feat the character qualifies for.

### **Prerequisites**

Some feats have prerequisites. A character must have the listed ability score, feat, trained skill, or base attack bonus in order to select or use that feat. A character can gain a feat at the same level at which he or she gains the prerequisite(s).

A prerequisite that contains a numerical value is a minimum; any value higher than the one given also meets the prerequisite. For instance, the prerequisites for the Cleave feat are “Strength 13, Power Attack.” Any character with a Strength score of 13 or higher and the Power Attack feat meets the prerequisites. You can’t use a feat if you’ve lost a prerequisite. For example, if your Strength drops below 13 for any reason, you can’t use the Power Attack feat until your Strength returns to 13 or higher.

## **List of Feats**

Acrobatic Strike

Armor Proficiency (heavy)

Armor Proficiency (light)

Armor Proficiency (medium)

Bantha Rush

Burst Fire

Careful Shot

Charging Fire

Cleave

Combat Reflexes

Coordinated Attack

Crush

Cybernetic Surgery

Deadeye

Dodge

Double Attack

Dreadful Rage

Dual Weapon Mastery I

Dual Weapon Mastery II

Dual Weapon Mastery III

Exotic Weapon Proficiency

Extra Rage

Extra Second Wind

Far Shot

Force Boon

Force Sensitivity

Force Training

Great Cleave

Improved Charge

Improved Defenses

Improved Disarm

Improved Damage Threshold

Linguist

Martial Arts I

Martial Arts II

Martial Arts III

Melee Defense

Mighty Swing

Mobility

Pin

Point Blank Shot

Power Attack

Powerful Charge

Precise Shot

Quick Draw

Rapid Shot

Rapid Strike

Running Attack

Shake It Off

Skill Focus

Skill Training

Sniper

Strong in the Force

Surgical Expertise

Throw

Toughness

Trip

Triple Attack

Triple Crit

Vehicular Combat

Weapon Finesse

Weapon Focus

Weapon Proficiency (advanced melee weapons)

Weapon Proficiency (heavy weapons)

Weapon Proficiency (lightsabers)

Weapon Proficiency (pistols)

Weapon Proficiency (rifles)

Weapon Proficiency (simple weapons)

Whirlwind Attack
Devastating Attack

Choose a single exotic weapon or weapon group with which you are proficient. Whenever you make a successful attack against a target using such a weapon, you treat your target’s damage threshold as if it were 5 points lower when determining the result of your attack.

You may select this talent multiple times. Each time you select this talent, it applies to a different exotic weapon or weapon group.
Dark Rage

## **Dark Rage [Dark Side]**

You become enraged as the dark side flows through you.

**Time**: Swift action.

**Target**: You.

Make a Use the Force check. The result of the check determines the effect, if any:

**DC 15**: You gain a +2 rage bonus on melee attack rolls and melee damage rolls until the end of your turn.

**DC 20**: As DC 15, except the rage bonuses increase to +4.

**DC 25**: As DC 15, except the rage bonuses increase to +6.

**Special**: While consumed by rage, you cannot use skills or perform tasks that require patience or concentration.

You can spend a Force Point to extend the duration of your dark rage until the end of the encounter.
Stanship

El **Stanship** (プ タ ン シ ッ プ) es un barco volador creado por Constanze, con la ayuda de Akko, para participar en la Caza Salvaje anual.

## Apariencia

Inicialmente, el Stanship era un barco de viaje normal con un diseño de madera. En su etapa final, se ha convertido en una nave roja con un contorno dorado y 3 pares de propulsores que se parecen a una escoba gigante pero con un eje similar a una hoja equipada con pistolas de energía. Mediante el uso de la energía mágica, el Stanship puede transformarse en una forma mecánica y robótica llamada Magic Knight Grand Charion.

## Habilidades

Al ser una nave que combina aspectos mecánicos y mágicos en su construcción como muchos de los inventos de Constanze, la nave posee motores alimentados por Energía Mágica. Como tal, es capaz de volar como aviones. Stanship también posee una gran variedad de armamentos, como cañones laterales de energía, cañones de energía ubicados en sus propulsores y una gran red que puede dispersar a los múltiples fantasmas que atrapa en su interior.

Bajo la sugerencia de Akko, Constanze más tarde añadió una función de formación de mecha en la nave que le permite transformarse en un enorme robot llamado Magic Knight Grand Charion que posee una fuerza y ​​durabilidad considerables. Mientras está en su forma de robot, Stanship está armado con un gran escudo que puede reconfigurarse en cualquier taladro giratorio que puede perforar cualquier cosa para atacar o en un arma gigante tipo shuriken cuando sea necesario. La altura del Grand Charion es de aproximadamente de 30 pies (aunque esto puede ser incorrecto.) Desafortunadamente, esta activación requiere una cantidad tremenda de energía mágica, lo que resulta en un Grand Charion muy debilitado. Debido a esto y para poder utilizar las capacidades de la forma de robot, se requiere una fuente cercana de poder mágico.
Duro

**Region**: Core

**Climate**: Temperate (polluted)

**Gravity**: Standard

**Moons**: 0

**Length of Day**: 33 standard hours

**Length of Year**: 420 local days

**Sapient Species**: 53% Duros (native), 36% Human, 11% other species (on world); 91% Duros, 9% other species (orbital cities)

**Government**: Corporate

**Capital**: None

**Major Exports**: Starships, technology

**Major Imports**: Foodstuffs, ore, labor

**Knowledge (Galactic Lore)**

 15
 20

**Knowledge (Social Sciences)**

 15
 20
Improved Disarm

## **Improved Disarm**

You are skilled at disarming opponents in melee combat.

**Prerequisites**:
Intelligence 13, Melee Defense.

**Benefit**: You gain a +5
bonus on any melee attack roll made to disarm an opponent. In addition, if you
fail to disarm your opponent, he doesn’t get to make a free attack against you.

**Normal**: See the normal disarm rules..
Attack Roll

Attacking is a standard action. When you make an attack roll, roll 1d20 and add the appropriate modifiers. If your result is equal to or higher than the target's Reflex Defense, you hit and deal damage.

Your attack roll with a melee weapon or unarmed attack is:

**1d20 + base attack bonus + Strength modifier**

Your attack roll with a ranged weapon is:

**1d20 + base attack bonus + Dexterity modifier + range penalty (if any)**

Base Attack Bonus: Your class and level determine your base attack bonus.

Strength Modifier: Strength helps you swing a weapon harder and faster, so your Strength modifier applies to melee attack rolls.

Dexterity Modifier: Since Dexterity measures coordination and steadiness, your Dexterity modifier applies to attacks with ranged weapons.

Range Penalty: A ranged weapon can attack a target at point blank, short, medium, or long range. If you make a ranged attack against a target within the weapon's point blank range, you take no penalty on the attack roll; your penalty on attack rolls increase to -2 at short range, -5 at medium range, and -10 at long range.

#### **Critical Hits**

When you roll a natural 20 on your attack roll (the d20 comes up "20"), the attack automatically hits, no matter how high the defender's Reflex Defense. In addition, you score a critical hit and deal double damage. All targets are subject to critical hits, even inanimate objects.

#### **Automatic Misses**

When you roll a natural 1 on your attack roll (the d20 comes up "1"), the attack automatically misses, no matter how high the bonus on the attack roll is.
Gun Club

You can use a ranged weapon as a melee weapon without taking a penalty on your attack roll. (Normally you take a -5 penalty on attack rolls made with an improvised weapon.) The weapon is otherwise treated as a club in all respects.

If you are using a rifle with a mounted bayonet or vibrobayonet, you may wield that weapon as a double weapon. The bayonet or vibrobayonet end is treated normally, and the other end is treated as a club.
Force Grip

## **Force Grip [Telekinetic]**

You use the Force to choke or crush your enemy.

**Time**: Standard action.

**Target**: One target within 12 squares and within line of sight.

Make a Use the Force check. The result of the check determines the effect, if any:

**DC 15**: If your Use the Force check equals or exceeds the target’s Fortitude Defense, the target takes 2d6 points of damage and can only take a single swift action on his next turn. Otherwise, the target takes half damage and may act normally, and you may not maintain the power. Targets larger than Medium add a size modifier to Fortitude Defense against this power: Colossal +50, Gargantuan +20, Huge +10, Large +5.

**DC 20**: As DC 15, except the target takes 4d6 points of damage.

**DC 25**: As DC 15, except the target takes 6d6 points of damage.

**Special**: You may maintain your concentration on the targeted creature to continue damaging it from round to round. Maintaining the Force Grip power is a standard action, and you must make a new Use the Force check each round. If you suffer damage while maintaining a Force Grip, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue concentrating.

You can spend a Force Point to deal an additional 2d6 points of damage with your Force grip.
Embrace the Dark Side (Talent)

## **Embrace the Dark Side**

Whenever you use a Force power with the [dark side] descriptor, you may reroll your Use the Force check, but you must accept the result of the reroll even if it is worse.

Upon choosing this talent, you can no longer use Force powers with the [light side] descriptor.

**Prerequisites**: Channel Aggression, Channel Anger.
Attaque spéciale de la victoire - Son Goku Super Saiyan (ange) (Super Kaioken)

Niveau max
 80/100 |    |    | 21/29

* Stats
* Potentiel max
* Orbes

* Catégories

**Vitesse époustouflante** - (Ki +2)

**Super Saiyan** - (ATT +10 %)

**Kamehameha** - (ATT +2500 lors d'une attaque spéciale)

**Combat décisif** - (Ki +3)

**Combattants de l'au-delà** - (ATT +20 %)

**Catégorie - Puissance maximale**

**Catégorie - Famille de Son Goku**

**Catégorie - Super Saiyan**

**Catégorie - Kamehameha**

**Catégorie - Guerriers de l'au-delà**

►

 Ce personnage peut être utile pour le(s) événement(s):

 Niveau max
 80/100 |    |    | 21/29

* Stats
* Potentiel max
* Orbes

* Catégories

**Vitesse époustouflante** - (Ki +2)

**Super Saiyan** - (ATT +10 %)

**Kamehameha** - (ATT +2500 lors d'une attaque spéciale)

**Combat décisif** - (Ki +3)

**Combattants de l'au-delà** - (ATT +20 %)

**Catégorie - Puissance maximale**

**Catégorie - Famille de Son Goku**

**Catégorie - Super Saiyan**

**Catégorie - Kamehameha**

**Catégorie - Guerriers de l'au-delà**

►

 Ce personnage peut être utile pour le(s) événement(s):
Armor Proficiency (heavy)

## **Armor Proficiency (Heavy)**

You are proficient with heavy armor and can wear
it without impediment.

**Prerequisites**: Armor
Proficiency (light), Armor Proficiency (medium).

**Benefit**: When you wear
heavy armor, you take no armor check penalty on attack rolls or skill checks.
Additionally, you benefit from all of the armor’s special equipment bonuses (if
any).

**Normal**: A character who wears heavy armor with which she
is not proficient takes a -10 armor check penalty on attack rolls as well as
skill checks made using the following skills: Acrobatics, Climb, Endurance,
Initiative, Jump, Stealth, and Swim. Additionally, the character gains none of
the armor’s special equipment bonuses.
Martial Arts I

## **Martial Arts I**

You are adept at fighting unarmed.

**Benefit**: Damage dealt
by your unarmed attacks increases by one die step: 1d3 becomes 1d4, 1d4 becomes
1d6, and 1d6 becomes 1d8. In addition, you gain a +1 dodge bonus to your Reflex
Defense.

**Normal**: The amount of
damage you deal with a successful unarmed attack is based on your size: Small,
1d3; Medium, 1d4; Large, 1d6.

**Special**: A situation that makes you lose your Dexterity
bonus to Reflex Defense (if any) also makes you lose dodge bonuses. Also, dodge
bonuses stack with each other, unlike most other types of bonuses.
Dark Presence

As a standard action, you grant yourself and all allies within 6 squares of you a +1 Force bonus to all defenses until the end of the encounter. These bonuses are lost if you fall unconscious or die. Affected allies that move out of range lose the benefits for as long as they remain out of range.

**Prerequisites**: Charisma 13, Power of the Dark Side.
Charging Fire

## **Charging Fire**

You are able to make ranged attacks while charging.

**Prerequisite**: Base
attack bonus +4.

**Benefit**: When you
charge, you may make a ranged attack instead of a melee attack at the end of
your movement. Unlike a normal charge, your momentum does not help overcome
your target, so you gain no bonus on attack roll. As with a normal charge, you
still take a -2 penalty to your Reflex Defense.

**Normal**: You can make a single melee attack with a +2
bonus on your attack roll at the end of a charge.
Greater Weapon Focus (Talent)

## **Greater Weapon Focus**

Choose an exotic weapon or weapon group with which you're proficient. You gain a +1 bonus on attack rolls with the chosen exotic weapon or a weapon from the chosen group. This bonus stacks with the bonus granted by the Weapon Focus feat. You must be proficient with the weapon to gain this benefit.

You may select this talent multiple times. Each time you select this talent, it applies to a different weapon group.

**Prerequisites**: Weapon Focus feat with chosen exotic weapon or weapon group.
Jump (Skill)

## **Jump (Str)**

Armor Check Penalty

Use this skill to leap over pits, vault low fences, or jump down from a
tree’s lowest branches.

Long Jump: The DC of a
running long jump is equal to the distance cleared (in meters) multiplied by 3.
For example, clearing a 3-meter-wide (2-square-wide) pit requires a successful
DC 9 Jump check. If you do not get at least a 4-square running start, the DC is
doubled.

High Jump: The DC of a
running high jump is equal to the distance cleared (in meters) multiplied by
12. For example, landing atop a 1.5-meter-high (1-square-high) ledge requires a
successful DC 18 Jump check. If you use a pole of sufficient height to help you
vault the distance, the DC is halved. If you do not get at least a 4-square
running start, the DC is doubled.

Jump Down: If you
intentionally jump down from a height, you can attempt a DC 15 Jump check to
take falling damage as if you had dropped 3 meters (2 squares) fewer than you
actually did. For every 10 points by which you beat the DC, you can subtract an
additional 3 meters from the fall when determining damage. If you succeed on
this check and take no damage, you land on your feet.

Special: You can take 10 when making a Jump check. If
there is no danger associated with failing, you can take 20. Distance covered
by a long jump or high jump counts against your maximum movement in a round;
distance covered by jumping down does not.
Boost de PV

* BOOST DE PV
* BOOST DE PV/ATT ou PV/DEF
* BOOST DE KI/PV/ATT ou KI/PV/DEF
* BOOST DE PV/ATT/DEF
* BOOST DE KI/PV/ATT/DEF

Aptitude de Leader rare et inexistante en tant qu'Aptitude Passive.

••

* BOOST DE PV/ATT
* BOOST DE PV/DEF

 ••

la jauge de ki ainsi que les statistiques des points de vie et de défense.

<tabber>BOOST DE KI/PV/ATT=

**TOP LEADERS DE TYPE** :

**TOP LEADERS DE CLASSE** : -

* LEADERS DE CATÉGORIE
* LEADERS DE TYPE
* LEADERS DE CLASSE
* AUTRES LEADERS

## **TOP LEADERS CATÉGORIE** >>>

 Un personnage peut, en effet, octroyer plusieurs boosts.

**TOP LEADERS DE TYPE** >>>

 Un personnage peut, en effet, octroyer plusieurs boosts.

**TOP LEADERS DE CLASSE** **SUPER** >>>

**TOP LEADERS DE CLASSE** **EXTRÊME** >>>

 Un personnage peut, en effet, octroyer plusieurs boosts.
Ithorian (Species)

## **Ithorians**

Ithorians are tall humanoids whose appearance leads many to refer to them colloquially as “Hammerheads.” Peaceful and gentle, Ithorians are widely recognized as talented artists, brilliant agricultural engineers, and skilled diplomats.

Ithorians are perhaps the greatest ecologists in the galaxy, devoting
their technology to preserving the natural beauty of their homeworld’s jungles. They live in “herds,” dwelling in cities that hover above the surface of their planet and striving to maintain the ecological balance in the “Mother Jungle.”

Ithorians also travel the galaxy in massive “herd ships,” masterpieces of environmental engineering that carry a perfect replica of their native jungle. Many look forward to trading for the exotic wares the Ithorians bring from distant planets.

### **Personality**

Ithorians tend to be calm, peaceful, tranquil, and gentle.

### **Physical Description**

Ithorians are humanoid, ranging in height from 1.8 to 2.3 meters tall, with long necks that curl forward and end in dome-shaped heads. They have two mouths, one on each side of their neck,
producing a stereo effect when they talk.

### **Language**

Ithorians speak stereophonic Ithorese and Basic.

### **Adventurers**

Ithorians tend to concentrate on peaceful professions. They love to meet new beings and see new places. Often, wanderlust leads them to explore the greater galaxy for a time before they eventually return home.

## **Ithorian Species Traits**

Ithorians share the following species traits:

**Ability Modifiers**: +2 Wisdom, +2 Charisma, -2 Dexterity. Ithorians are wise and deliberate thinkers whose personable nature allows them
to get along well with others, but they are not agile.

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

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

**Iron Will**: Ithorians have above-average
willpower and gain a +2 species bonus to their Will Defense.

**Bellow**: As a standard action, an Ithorian can
open all four of its throats and emit a terrible subsonic bellow. The Ithorian
makes a special attack roll (1d20 + its character level) and compares the
result to the Fortitude Defense of all creatures and unattended objects in a
6-square cone. A successful hit deals 3d6 points of sonic damage; if the attack
misses, the target takes half damage instead.

Each use of this ability moves the Ithorian -1 step along the condition
track.

An Ithorian can choose to add more dice (d6s) to the damage it deals
with its bellow, but each additional 1d6 of damage moves the Ithorian another
-1 step along the condition track.

**Survival Instinct**: An Ithorian may choose to reroll any
Survival check, but the result of the reroll must be accepted even if it is
worse.

**Conditional Bonus Feat**: Ithorians like to maintain close ties
with nature. An Ithorian with Knowledge (life sciences) as a trained skill
gains Skill Focus (Knowledge [life sciences]) as a bonus feat.

**Automatic Languages**:
Basic and Ithorese.
Intelligence (Ability)

## **Intelligence (Int)**

Intelligence determines how well your character learns and reasons. Intelligence is important for scouts, nobles, and any character who wants to have a wide assortment of skills.

You apply your character's Intelligence modifier to:

* The number of languages your character knows at the start of the game.
* The number of trained skills you have.
* Knowledge, Mechanics, and Use Computer checks (the skills with Intelligence as the key ability).

Beasts have Intelligence scores of 1 or 2. Sentient creatures have scores of at least 3.

When a character's Intelligence score permanently increases or decreases, its number of trained skills and known languages also changes. For example, if a Wookiee scout increases his Intelligence from 13 to 14, his Int modifier goes from +1 to +2. The Wookiee gains one new trained skill (chosen from his class skills) and one new language. The Wookiee's greater Intelligence allows him to utilize things he had learned but never before applied properly.
Acrobatic Strike

## **Acrobatic Strike**

Your dexterous maneuvers and skilled acrobatics allow you to slip past a
foe’s defenses and deliver an accurate strike against him.

**Prerequisite**: Trained
in the Acrobatic skill.

**Benefit**: If you succeed in tumbling to avoid an attack of
opportunity, you gain a +2 bonus on the
next attack that you make against that foe as long as the attack occurs before
the end of your current turn.
Attract Minion (Talent)

## **Attract Minion**

You attract a loyal minion. The minion is a nonheroic character with a class level equal to three-quarters of your character level, rounded down.

You may select this talent multiple time; each time you select this talent, you gain another minion. Normally, you can have only one minion with you at a time. Any other minions you have are assumed to be looking after your various interests. If you lose a minion, you can send for another minion if you have one (although normal travel time applies).

Each minion that accompanies you on an adventure is entitled to an equal share of the total experience points earned for the adventure. For example, a minion that accompanies a party of five heroes on an adventure receives one-sixth of the XP that the group earns.
Quarren (Species)

## **Quarren**

The Quarren hail from the distant Outer Rim world of Mon Calamari, sharing the world with the sentient humanoid species of the same name. The Mon Calamari live on the surface of the world, while the more isolationist Quarren dwell in oxygen-filled cities in the deep recesses of the oceans.

Offworld, Quarren generally stay clear of galactic politics. Instead, they often become involved with shadowy occupations such as pirates, smugglers,
and spy networks. Many Quarren blame both the Empire and the Rebels (even more
than the Mon Calamari) for their homeworld’s devastation during the Galactic
Civil War.

### **Personality**

Practical and conservative, Quarren
tend to hate change and distrust anyone who displays overt optimism and
idealism.

### **Physical Description**

The average Quarren stands 1.8
metters tall. They have leathery skin and heads that resemble four-tentacled
squids, hence the name “squid head” sometimes used by others.

### **Languages**

Quarren speak, read, and write Quarrenese and Basic. They tend to learn Mon Calamarian as well.

### **Adventurers**

Quarren leave their homeworld to escape their dependency on the Mon Calamari. They tend to seek out the fringes of society, operating as scoundrels or nobles in criminal organizations.

## **Quarren Species Traits**

Quarren share the following species traits:

**Ability Modifiers**: +2 Constitution, -2 Wisdom, -2 Charisma. Quarren are extremely resilient and physically tough, though they tend toward deficiencies in wisdom and social graces.

**Medium Size**: As Medium creature, Quarren have no special bonuses or penalties due to their size.

**Speed**: Quarren base speed is 6 squares. They have a swim speed of 4 squares.

**Breathe Underwater**: As amphibious creatures, Quarren can’t drown in water.

**Expert Swimmer**: A Quarren may choose to reroll any Swim check, but the result of the reroll must be accepted even if it is worse. In addition, a Quarren may choose to take 10 on Swim checks even when
distracted or threatened.

**Low-Light Vision**: Quarren ignore concealment (but not total concealment) from darkness.

**Conditional Bonus Feat**: Adept traders and negotiators, Quarren with Persuasion as a trained skill gains Skill Focus (Persuasion) as a bonus feat.

**Automatic Languages**: Basic and Quarrenese.
Ithor

## Ithor

**Region**: Mid Rim

**Climate**: Tropical

**Gravity**: Standard

**Moons**: 1

**Length of Day**: 41 standard hours

**Length of Year**: 422 standard days

**Sapient Species**: 99% Ithorian (native), 1% other species

**Government**: Herds

**Capital**: None

**Major Exports**: Foodstuffs, medicine, spices

**Major Imports**: Technology

**Knowledge (Galactic Lore)**

 15
 20

**Knowledge (Social Sciences)**

 15
 20
Force Persuasion (Talent)

## **Force persuasion**

You can use your Use the Force check modifier instead of your Persuasion check modifier when making Persuasion checks. You are considered trained in the Persuasion skill for purposes of using this talent. If you are entitled to a Persuasion check reroll, you may reroll your Use the Force check instead (subject to the same circumstances and limitations).

**Prerequisite**: Adept Negotiator.
Combat Reflexes

## **Combat Reflexes**

You can respond quickly and repeatedly to opponents who let their guard
down.

**Benefit**: When opponents
leave themselves open, you may make a number of additional attacks of
opportunity equal to your Dexterity modifier.

For example, a
character with a Dexterity of 15 can make a total of three attacks of
opportunity in a round: the one attack of opportunity every character is
entitled to plus two more attacks because of his +2 Dexterity bonus. If four
stormtroopers move through the character’s threatened area, he can make attacks
of opportunity against three of the four. You still only make one attack of
opportunity on a single opponent.

With this feat, you may
also make attacks of opportunity while flat-footed.

**Normal**: A character without the Combat Reflexes feat can
make only one attack of opportunity per round and can’t make attacks of
opportunity while flat-footed.
Mon Calamari (Species)

## **Mon Calamari**

Amphibious land-dwellers, the Mon Calamari share their Outer Rim homeworld with the aquatic Quarren. They tend to be soft-spoken but vigorously defend causes that inspire them. Mon Calamari suffered under great oppression under the Galactic Empire; thus, it was one of the first worlds to declare support for the Rebel Alliance.

Mon Calamari are widely recognized for their keen analytical and
organizational abilities, and they have developed a reputation as being among
the foremost ship designers in the galaxy. They see everything they create as a
work of art, not just as a tool or weapon.

### **Personality**

Creative, quiet, and inquisitive, the Mon Calamari are dreamers who cherish peace but aren’t afraid to fight for the
causes they believe in.

### **Physical Description**

The average Mon Calamari stands 1.8
meters tall. They have high-domed heads, large eyes, and smooth, mottled skin.

### **Languages**

The Mon Calamari speak, read, and
write Mon Calamarian and Basic. They tend to learn Quarrenese as well.

### **Adventurers**

Mon Calamari seek their dreams among
the stars. They are idealistic and daring, often attaching themselves to causes
that seem hopeless or lost right from the start. They strive to prove that even
thinkers and dreamers can be brave and daring when the need arises.

## **Mon Calamari Species Traits**

Mon Calamari share the following species traits:

**Ability Modifiers**: +2 Intelligence, +2 Wisdom, -2 Constitution. Mon Calamari are bright and prudent, but they have relatively
frail physiques.

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

**Speed**: Mon Calamari base speed is 6 squares. They have a swim speed of 4 squares.

**Breathe Underwater**: As amphibious creatures, Mon Calamari can’t drown in water.

**Expert Swimmer**: A Mon Calamari may choose to reroll any Swim check, but the result of the reroll must be accepted even if it is worse. In addition, a Mon Calamari may choose to take 10 on Swim checks even
when distracted or threatened.

**Low-Light Vision**: Mon Calamari ignore concealment (but not total concealment) from darkness.

**Conditional Bonus Feat**: Keenly perceptive, a Mon Calamari with Perception as a trained skill gains Skill Focus (Perception) as a bonus feat.

**Languages**: Basic and mon Calamarian.
Attaque améliorée - Super Trunks

Niveau max
 80/100 |    |    | 18/26

* Stats
* Potentiel max
* Orbes

* Catégories

**Messager du futur** - (ATT +500)

**Super Saiyan** - (ATT +10%)

**Lignée royale** - (Ki +1)

**Guerrier Z** - (ATT +15%)

**Âme vs âme** - (Ki +1 et réduit la régénération ennemi)

**Catégorie - Saga du futur**

**Catégorie - Puissance maximale**

**Catégorie - Voyageur du temps**

**Catégorie - Famille de Vegeta**

**Catégorie - Super Saiyan**

**Catégorie - Cyborg - Saga de Cell**

**Catégorie - Lien maître-élève**

 Ce personnage peut être utile pour le(s) événement(s):

 Niveau max
 80/100 |    |    | 18/26

* Stats
* Potentiel max
* Orbes

* Catégories

**Messager du futur** - (ATT +500)

**Super Saiyan** - (ATT +10%)

**Lignée royale** - (Ki +1)

**Guerrier Z** - (ATT +15%)

**Âme vs âme** - (Ki +1 et réduit la régénération ennemi)

**Catégorie - Saga du futur**

**Catégorie - Puissance maximale**

**Catégorie - Voyageur du temps**

**Catégorie - Famille de Vegeta**

**Catégorie - Super Saiyan**

**Catégorie - Cyborg - Saga de Cell**

**Catégorie - Lien maître-élève**

►

 Ce personnage peut être utile pour le(s) événement(s):
Ewok (Species)

## **Ewoks**

Intelligent omnivores native to one of the moons orbiting Endor, Ewoks
are almost unknown prior to the Battle of Endor. Ewoks live in tree-dwelling tribes with gender-based division of labor; males hunt, forage, and make
weapons, while females raise young and handle other domestic tasks. Ewok
culture revolves around complex animistic beliefs involving the giant trees of
the forest moon.

Although technologically primitive, Ewoks are clever, inquisitive, and
inventive. Skittish and wary when first introduced to machines, their curiosity
soon overcomes fear.

### **Personality**

Ewoks tend to be curious,
superstitious, and courageous, though they can be fearful around things that
are strange and new.

### **Physical Description**

Ewoks average about 1 meter tall.
Their fur color and pattern varies widely.

### **Languages**

Ewoks speak Ewokese. They have no written form of their language. They can learn to speak Basic.

### **Adventurers**

An Ewok adventurer may be motivated by a love of excitement, a natural inquisitiveness, or a warrior’s quest.
Collecting powerful “magic” items from fallen opponents is a sure way to earn
the respect of the tribe.

## **Ewok Species Traits**

Ewoks share the following species traits:

**Ability Modifiers**: +2 Dexterity, -2 Strength. Ewoks are
very agile but somewhat weak.

**Small Size**: As Small creatures, Ewoks gain a +1
size bonus to their Reflex Defense and a +5 size bonus on Stealth checks.
However, their lifting and carrying limits are three-quarters of those of
Medium characters.

**Speed**: Ewok base speed is 4 squares.

**Primitive**: Ewoks do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at 1st level, even if
their class normally grants them.

**Scent**: Ewoks have a keen sense of smell. At close range (within 10 squares), Ewoks ignore concealment and cover for purposes of Perception checks, and they take no penalty from poor visibility when tracking.

**Sneaky**: An Ewok may choose to reroll any Stealth check, but the result of the reroll must be accepted even if it is worse.

**Conditional Bonus Feat**: Ewoks are skilled foragers. An Ewok
with Survival as a trained skill gains Skill Focus (Survival) as a bonus feat.

**Automatic Languages**: Ewokese (speak only).
Armor Proficiency (medium)

## **Armor Proficiency (Medium)**

You are proficient with medium armor (see Table 8-7: Armor) and can wear
it without impediment.

**Prerequisite**: Armor
Proficiency (light).

**Benefit**: When you wear
medium armor, you take no armor check penalty on attack rolls or skill checks.
Additionally, you benefit from all of the armor’s special equipment bonuses (if
any).

**Normal**: A character who wears medium armor with which she
is not proficient takes a -5 armor check penalty on attack rolls as well as
skill checks made using the following skills: Acrobatics, Climb, Endurance,
Initiative, Jump, Stealth, and Swim. Additionally, the character gains none of
the armor’s special equipment bonuses.
Dexterity (Ability)

## **Dexterity (Dex)**

Dexterity measures hand-eye coordination, agility, reflexes, and balance. This ability is the most important ability for scoundrels, but it's also high on the list for characters who want to be good shots with ranged weapons (such as blaster pistols) or who want to handle the controls of a starship or speeder fairly well.

You apply your character's Dexterity modifier to:

* Ranged attack rolls, such as with blasters.
* Reflex Defense, provided the character can react to the attack.
* Acrobatics, Pilot, Ride, and Stealth checks (the skills where Dexterity is the key ability).
Inspire Fear I (Talent)

## **Inspire Fear I**

Your infamy and reputation are such that any opponent whose level is equal to or less than your character level takes a -1 penalty on attack rolls and opposed skill checks made against you, as well as Use the Force checks made to activate Force powers that target you. This a mind-affecting fear effect.
Power of the Dark Side

You allow your hatred to fuel your attacks. Whenever you spend a Force Point to modify an attack roll, you may choose to roll an additional bonus die and take the best result. However, doing so increases your Dark Side Score by 1.

For example, a 1st-level character with this talent could increase his Dark Side Score by 1 to roll 2d6 instead of 1d6, taking the best die result and applying it as a bonus on his attack roll.
Climb (Skill)

## **Climb (Str)**

Use this skill to scale a cliff, to get to a window on the second story of a building, or to climb up an antenna array falling out of an airway at the bottom of a floating city.

**Climb Surface**: With each successful Climb check, you can advance up, down, or across a slope or a wall or other steep incline (or even a ceiling with handholds). A slope is considered to be any incline of less than 60 degrees; a wall is any incline of 60 degrees or steeper. You can climb at one-half of your speed as a full-round action. You can move half that far-one-fourth of your speed-as a move action.

A failed Climb check indicates that you make no progress, and a check that fails by 5 or more means that you fall from whatever height you have already attained.

The DC of the check depends on the circumstances of the climb:

\* These modifiers are cumulative; use any that apply.

Since you can’t move to avoid an attack while climbing, opponents get a +2 bonus on attack rolls against you, and you lose any Dexterity bonus to your Reflex Defense.

Any time you take damage while climbing, make a Climb check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage.

**Accelerated Climbing**:You try to climb more quickly than normal, but you take a -5 penalty on Climb checks. Accelerated climbing allows you to climb at your full speed as a full-round action. You can move half that far-one-half of your speed – as a move action.

**Catching Yourself When Falling:** It’s practically impossible to catch yourself on a wall while falling. Make a Climb check (DC = the wall’s DC + 20) to do so. A slope is relatively easier to catch yourself on (DC = the slope’s DC + 10).

**Making Handholds and Footholds:** You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per meter. As with any surface with handholds and footholds, a wall with pitons in it has a DC of 15. In the same way, a climber with an ice axe or similar implement can cut handholds or footholds in an ice wall.

**Special**: Someone using a rope can haul a character upward (or lower the character) by means of sheer strength. Use the encumbrance rules to determine how much weight a character can lift.

You can take 10 while climbing, but you can’t take 20.
Force Secrets

Skilled Force-users can learn to manipulate their Force powers in intriguing ways. Force secrets represent a sublime connection of the Force and are usually available only to powerful Force-users such as Force disciples, Jedi Masters, and Sith Lords.

Activating a Force secret costs either a Force Point or a Destiny Point (as noted in its description), and the normal limits on spending Force Points and Destiny Points during a round apply.

Whenever you learn a new Force secret, select it from the following list. Once selected, a Force secret cannot be changed.

## **List of Force Secrets**

Devastating Power

Distant Power

Multitarget Power

Quicken Power

Shaped Power
The Nemesis (rework)

## power rework

look rework:the nemesis now is always holding a rocket launcher in his hand and basic attacks with his open right hand like normal.

removed the old power completely.

new power:UNSTOPPABLE BIOWEAPON

active ability:rocket launcher

tap the power button to raise your rocket launcher it take 2 second to raise your rocket launcher while raised you are stuck in place and is place in third person.

tap the secondary button to cancel our launcher.

tap the attack button to fire your launcher doing so will shot a rocket which travels 20 meters a seconds. hitting any floor or hall or survivors cause it to exsplode on impaced. survivors within 3 meters of the exsposion will be placed into the dying state anyone with 3-5 meters will get injured instead and be pushed back 4 meters. after the rocket is shot you will slowly raise it down which takes 2 seconds and places you back in 1st person. this can also be used on any breakable objects. has a cooldown of 10 seconds. tapping the attack button within 1 second of each rocket with fire more rockets up to 3 which adds and extra 2 seconds to the cooldown.
Charisma (Ability)

## **Charisma (Cha)**

Every creature has a Charisma score. Charisma measures a character's force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. It represents actual strength of personality and force of presence, not merely how others perceive you in a social setting. Charisma is most important for nobles and Jedi.

You apply your Charisma modifier to:

* Deception, Gather Information, Persuasion, and Use the Force checks (skills with Charisma as the key ability).
Nexu

Native to the jungles of Indona and Cholganna, the nexu is a fierce, stealthy predator with little fear of larger opponents, or even the weapons of sentient beings. Hunted for sport on their native planet, nexu often turn the tables on their would-be hunters and slash them to ribbons before they can fire a shot.

### **Nexu CL 5**

Medium beast 6

**Init** +12; **Senses** low-light vision; Perception +10

**Defenses** Ref 16 (flat-footed 12), For 13, Will 12

**hp** 45; **Threshold** 13

**Speed** 8 squares

**Melee** claws +8 (1d4+7) and bite +8 (1d6+7)

**Fighting Space** 1 square; **Reach** 1 square

**Base Atk** +4; **Grp** +8

**Atk Options** ambush +2d6, Pin

**Abilities** Str 18, Dex 18, Con 17, Int 2, Wis 14, Cha 12

**Feats** Pin, Skill Training (Initiative, Perception)

**Skills** Initiative +12, Perception +10, Stealth +12

**Ambush** - A nexu deals +2d6 points of damage with its natural weapons against a flat-footed opponent.
Pin

## **Pin**

You are skilled at immobilizing grappled foes.

**Prerequisite**: Base
attack bonus +1.

**Benefit**: If you succeed
on a grappling attack and your opponent fails the opposed grapple check, your
opponent is automatically pinned until the start of your next turn. A pinned
creature can’t move or take any actions while pinned, and it loses its
Dexterity bonus (if any) to Reflex Defense.

**Special**: You cannot use the Pin and Trip feats during the
same round. You can use the Pin and Crush feat in the same round, however.