Table of Contents

New Content

The following are some new classes, items, and the like that you have access to.

New Equipment

Melee Weapons

LIGHTSABERS COST DAMAGE STUN DMG WEIGHT TYPE AVAILABILITY
Medium
Lightsaber, Inquisitor 9,500 2d8/2d8 1.5 kg Energy and slashing Rare
Lightsaber, Inquisitor

The Inquisitor lightsaber, also known as a double-bladed spinning lightsaber, is a specially-designed lightsaber model used by the Inquisitorius, a group of dark side adepts who enforce the will of the Galactic Empire. It is capable of both single and double blades, and is capable of spinning in a circular motion when both blades are emitted.

With both blades ignited, an Inquisitor lightsaber is a double weapon. You can attack with both ends of the weapon as a full-round action, but both attack rolls take a -10 penalty (Although certain feats and talents can reduce these penalties). Unlike most double weapons, an Inquisitor lightsaber can be used in one hand - indeed, it must, and cannot be used two-handed. This does not grant extra attacks; however, it does mean that your other hand is free to be used for other things.

An Inquisitor lightsaber requires two special energy cells to operate (The cost of each is ten times the price of an ordinary Energy Cell, but it lasts almost indefinitely).

Ranged Weapons

EXOTIC WEAPONS COST DAMAGE STUN DMG WEIGHT TYPE AVAILABILITY
Medium
Energy Bow 1,000 2d6 1.5 kg Energy and piercing Rare
Energy Bow

An energy bow is a type of bow whose string and arrows are made of energy rather than a solid material. The string is as dangerous to the touch as the arrows are; only a protective fingerguard near the center allows it to be drawn at all.

Like a traditional bow, the wielder's Strength modifier applies to damage dealt with an energy bow. An energy bow creates its own arrows as it is drawn, requiring a specialized power pack to do so (the cost of which is twice the price of an ordinary energy cell). After 50 shots, the power pack must be replaced.

Energy bows are treated as Simple Weapons for the purposes of determining range.

New Feats

Reworked Feats

Force Sensitivity

You are Force-sensitive, allowing you to call on The Force and learn to draw on its powers.

Prerequisite: Cannot be a Droid

Benefit: You can make Use the Force checks, and Use the Force is considered a Class Skill for you. You can select any Force powers with the Force Training feat.

In addition, whenever you gain a Talent, you have the option of selecting a Force Talent instead. You must meet the prerequisites of the Force Talent to select it.

Normal: You can't make Use the Force checks or select Force Talents unless you have the Force Sensitivity Feat.

Force Training

You have learned some advanced Force techniques to use in combination with your mastered weapon.

Prerequisites: Trained in the Use the Force skill

Benefit: You add to your Force Power Suite a number of common Force Powers equal to 1 + your Wisdom modifier (Minimum 1). By default, you can only select Rebuke, but some feats grant access to additional Force powers.

Special: You can take this Feat more than once. Each time you take this Feat, you add to your Force Power Suite a number of new Force powers equal to 1 + your Wisdom modifier.

Skill Focus

One of your Skills is particularly well honed.

Effect: Choose one skill in which you are trained. You gain a competence bonus on all skill checks made with that skill equal to half your character level, rounded up.

Special: This feat may be selected multiple times. Its effects do not stack. Each time you take this Feat, it applies to a different trained skill.

Actual New Feats

Able Learner

You are a quick study, picking up new skills easily.

Benefit: You treat all skills (except Use the Force) as class skills. You can spend a Force point to treat a skill as trained for the duration of a single check, except that you do not gain the normal +5 bonus to the check.

Apprentice Shaper

You are Force-sensitive, and can manipulate the elements with the Force.

Prerequisite: Cannot be a Droid, Shaper of Kro Var

Benefit: You can make Use the Force checks, and Use the Force is considered a Class Skill for you. You can select Alter, Control, and Sense powers with the Force Training feat, and you treat Combustion, Cryokinesis, and Convection as common powers.

In addition, whenever you gain a Talent, you have the option of selecting a Force Talent instead. You must meet the prerequisites of the Force Talent to select it.

Normal: You can't make Use the Force checks or select Force Talents unless you have the Force Sensitivity Feat.

Alter Basics

You are Force-sensitive, and have enhanced control of your own body via the Force.

Prerequisite: Cannot be a Droid

Benefit: You can make Use the Force checks, and Use the Force is considered a Class Skill for you. You add Move Object or Mind Trick to your Force Power Suite. You can select Alter, Mind-Affecting, and Telekinetic powers with the Force Training feat.

In addition, whenever you gain a Talent, you have the option of selecting an Alter Talent instead. You must meet the prerequisites of the Alter Talent to select it.

Normal: You can't make Use the Force checks or select Force Talents unless you have the Force Sensitivity Feat.

Adaptable

You are used to exploring new methodologies and training techniques.

Benefit: Whenever you retrain, you are considered to have spent twice as many Force points as you actually did.

Special: Retraining this feat (either to gain it or to remove it) costs a Destiny point, instead of a Force point.

Control Basics

You are Force-sensitive, and have enhanced control of your own body via the Force.

Prerequisite: Cannot be a Droid

Benefit: You can make Use the Force checks, and Use the Force is considered a Class Skill for you. You always succeed at Use the Force checks made to enter a Force Trance. You add enhance_body to your Force Power Suite, and add it again each time you select the Force Training feat. You can select Control powers with the Force Training feat.

In addition, whenever you gain a Talent, you have the option of selecting a Control Talent instead. You must meet the prerequisites of the Control Talent to select it.

Normal: You can't make Use the Force checks or select Force Talents unless you have the Force Sensitivity Feat.

Disciple of the Light

You are Force-sensitive, and in harmony with the Light Side of the Force.

Prerequisite: Cannot be a Droid

Benefit: You can make Use the Force checks, and Use the Force is considered a Class Skill for you. You can select Light Side powers with the Force Training feat.

In addition, you never gain Dark Side points for Minor transgressions, and you can spend a Force point to learn your current Dark Side score.

Finally, whenever you gain a Talent, you have the option of selecting a Light Side talent instead. You do not need to have a Dark Side Score of 0 to select talents from the Light Side talent tree, and you retain all such talents so long as you are not fully Dark.

Normal: You can't make Use the Force checks or select Force Talents unless you have the Force Sensitivity Feat.

Exotic Force User

You have mastered an unusual Force power.

Prerequisites: Wisdom 13

Benefit: Choose a single exotic Force power. You may select that power with the Force Training feat, and you add one copy of it to your Force power suite.

Force Warrior

You have trained in several Force-based combat techniques.

Prerequisite: Trained in Use the Force

Benefit: You add to your Force Power Suite a number of Lightsaber Form Force Powers equal to 1 + the number of times you have taken the Force Training feat.

In addition, if your Base Attack Bonus is +8 or higher, whenever you gain a Talent, you have the option of selecting a Lightsaber Forms talent instead.

Natural Telekinetic

You are Force-sensitive, and can move objects with the Force.

Prerequisite: Cannot be a Droid

Benefit: You can make Use the Force checks, and Use the Force is considered a Class Skill for you. You add Move Object to your Force Power Suite, and add it again each time you select the Force Training feat. You can select Telekinetic powers with the Force Training feat.

In addition, whenever you gain a Talent, you have the option of selecting an Alter Talent instead. You must meet the prerequisites of the Alter Talent to select it.

Normal: You can't make Use the Force checks or select Force Talents unless you have the Force Sensitivity Feat.

Natural Telepath

You are Force-sensitive, and can alter others' senses and thoughts with the Force.

Prerequisite: Cannot be a Droid

Benefit: You can make Use the Force checks, and Use the Force is considered a Class Skill for you. You gain a +2 insight bonus to Use the Force checks made to use Telepathy. You add Mind Trick to your Force Power Suite, and add it again each time you select the Force Training feat. You can select Mind-Affecting powers with the Force Training feat.

In addition, whenever you gain a Talent, you have the option of selecting an Alter Talent instead. You must meet the prerequisites of the Alter Talent to select it.

Normal: You can't make Use the Force checks or select Force Talents unless you have the Force Sensitivity Feat.

Sense Basics

You are Force-sensitive, and have enhanced perception through the Force.

Prerequisite: Cannot be a Droid

Benefit: You can make Use the Force checks, and Use the Force is considered a Class Skill for you. You gain a +5 bonus to Use the Force checks made to Sense Force. You add Farseeing to your Force Power Suite, and add it again each time you select the Force Training feat. You can select Sense powers with the Force Training feat.

In addition, whenever you gain a Talent, you have the option of selecting a Sense Talent instead. You must meet the prerequisites of the Sense Talent to select it.

Normal: You can't make Use the Force checks or select Force Talents unless you have the Force Sensitivity Feat.

Student of the Dark

You are Force-sensitive, and in tune with the Dark Side of the Force.

Prerequisite: Cannot be a Droid

Benefit: You can make Use the Force checks, and Use the Force is considered a Class Skill for you. You can select Dark Side powers with the Force Training feat.

In addition, you can select the Dark Side powers granted to you at 2, 4, 8, and 16 Dark Side points, instead of the GM selecting them. If fully Dark, you do not take a -5 penalty to Use the Force checks that are not at least minor transgressions.

Finally, whenever you gain a Talent, you have the option of selecting a Dark Side talent instead. You do not need to have a Dark Side Score of 1 or higher to select talents from the Dark Side talent tree.

Normal: You can't make Use the Force checks or select Force Talents unless you have the Force Sensitivity Feat.

New Force Powers

Enhance Body [Control]

You can channel the Force into yourself, enable great feats of might and agility. Time: Reaction. Target: You.

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

DC Effect
10 You gain a +2 Force bonus on a single Strength, Dexterity, or Constitution-based ability or skill check.
15 You gain a +5 Force bonus on a single Strength, Dexterity, or Constitution-based ability or skill check, or a +2 bonus to your Reflex or Fortitude defense against a single attack.
20 You gain a +10 Force bonus on a single Strength, Dexterity, or Constitution-based ability or skill check, or a +4 bonus to your Reflex or Fortitude defense against a single attack.
25 You gain a +20 Force bonus on a single Strength, Dexterity, or Constitution-based ability or skill check, or a +6 bonus to your Reflex or Fortitude defense against a single attack.

Force Lightning [Alter, Dark Side]

You blast an enemy with deadly arcs of Force energy. Time: Standard Action. Target: One target in line of sight and within 6 squares of user.

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

DC Effect
15 If your Use the Force check equals or exceeds the higher of target’s Reflex Defense and Fortitude Defense, the target takes 4d6 points of Force damage, and moves -1 step along the Condition Track. If it equals or exceeds one of the target's Reflex Defense and Fortitude defense, the target takes 4d6 damage, but does not move along the Condition Track. Otherwise, the target takes half damage and does not move along the Condition Track.
20 If your Use the Force check equals or exceeds the higher of target’s Reflex Defense and Fortitude Defense, the target takes 6d6 points of Force damage, and moves -1 step along the Condition Track. If it equals or exceeds one of the target's Reflex Defense and Fortitude defense, the target takes 6d6 damage, but does not move along the Condition Track. Otherwise, the target takes half damage and does not move along the Condition Track.
25 If your Use the Force check equals or exceeds the higher of target’s Reflex Defense and Fortitude Defense, the target takes 8d6 points of Force damage, and moves -1 step along the Condition Track. If it equals or exceeds one of the target's Reflex Defense and Fortitude defense, the target takes 8d6 damage, but does not move along the Condition Track. Otherwise, the target takes half damage and does not move along the Condition Track.

New Force Techniques

Diverse Force Knowledge

You treat all Force powers as common rarity, and may retrain any Exotic Force User feats you have for free.

Flexible Force Training

You can retrain your Force powers as a full-round action. You cannot replace any Force powers that are currently expended.

New Talents

Force Talents

New Alter Talents

The following talents begin to the Alter talent tree.

Creative Telekinesis

Once per encounter, you can expend a Telekinetic Force power to use any other Telekinetic Force power in your Force power suite without expending it - even if the power you're using has already been expended. Additionally, you don't need to spend any Force points to retrain Telekinetic Force powers into other Telekinetic Force powers.