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Knights of the Old Republic - RG
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<blockquote data-quote="Karl Green" data-source="post: 3638787" data-attributes="member: 1467"><p>More spoilers for the players in my game NOT to read (yet)...</p><p></p><p>[sblock]</p><p><span style="font-size: 12px"><strong>Hiss’agoth <em>Shadow Warlock</em></strong></span></p><p>Medium Male Hiss’agoth Scout 6, CL6</p><p><strong>Destiny</strong> 0; <strong>Force</strong> 3; <strong>Dark Side</strong> 19</p><p><strong>Init</strong> +11; <strong>Senses</strong> Perception +4</p><p><strong>Languages</strong> Hiss’agoth, some Basic </p><p><strong>Defense</strong> Reflex 23 (flat-footed 18), Fortitude 18, Will: 17 </p><p><strong>HP</strong> 45; <strong>Threshold</strong> 18</p><p><strong>Speed</strong> 6 squares</p><p><strong>Base Atk</strong> +4, <strong>Grp</strong> +5</p><p><strong>Melee</strong> +7 unarmed (1d8+4) or</p><p><strong>Melee</strong> +5 unarmed (2d8+4) with Rapid Strike</p><p><strong>Ranged</strong> +7 by weapon type</p><p><strong>Atk Options</strong> Rapid Strike</p><p><strong>Special Abilities</strong> May re-roll Jump tests</p><p><strong>Force Powers Known</strong> (Use the Force +14): Mind Trick, Surge </p><p><strong>Abilities</strong> Str 12, Dex 16, Con 12, Int 12, Wis 12, Cha 12</p><p><strong>Talents</strong> Force Shadow*, Power of the Darkside, Steel Mind*</p><p><strong>Feats</strong> Force Sensitivity, Force Training, Martial Arts I & II, Shake it Off, Skill Focus (Jump), Skill Focus (Use the Force), Weapon Finesse, Weapon Proficiency (simple) </p><p><strong>Skills</strong> Endurance +9, Initiative +11, Jump +14, Stealth +11, Survival +9, Use the Force +14</p><p><strong>Possessions</strong> Primitive all-temp cloaks (desert), Sith artifacts (+1 to Use the Force, but any non-dark sider gains a Dark side point using them) </p><p></p><p><span style="font-size: 12px"><strong>Hiss’agoth <em>Shadow Mistress</em></strong></span></p><p>Medium Female Hiss’agoth Scout 7/Force Adapt 1, CL8</p><p><strong>Destiny</strong> 0; <strong>Force</strong> 5; <strong>Dark Side</strong> 24</p><p><strong>Init</strong> +12; <strong>Senses</strong> Perception +5</p><p><strong>Languages</strong> Hiss’agoth, some Basic </p><p><strong>Defense</strong> Reflex 25 (flat-footed 20), Fortitude 20, Will: 19 </p><p><strong>HP</strong> 54; <strong>Threshold</strong> 20</p><p><strong>Speed</strong> 6 squares</p><p><strong>Base Atk</strong> +5, <strong>Grp</strong> +6</p><p><strong>Melee</strong> +8 unarmed (1d8+5) or</p><p><strong>Melee</strong> +6 unarmed (2d8+5) with Rapid Strike</p><p><strong>Ranged</strong> +8 by weapon type</p><p><strong>Atk Options</strong> Rapid Strike</p><p><strong>Special Abilities</strong> May re-roll Jump tests</p><p><strong>Force Powers Known</strong> (Use the Force +15): Mind Trick, Surge </p><p><strong>Abilities</strong> Str 12, Dex 17, Con 11, Int 12, Wis 12, Cha 14</p><p><strong>Talents</strong> Channel Aggression, Dark Presence, Force Shadow*, Power of the Darkside, Soothing Tongue*, Steel Mind*</p><p><strong>Feats</strong> Force Sensitivity, Force Training, Martial Arts I & II, Shake it Off, Skill Focus (Jump), Skill Focus (Use the Force), Weapon Finesse, Weapon Proficiency (simple) </p><p><strong>Skills</strong> Endurance +10, Initiative +12, Jump +15, Stealth +12, Survival +10, Use the Force +15</p><p><strong>Possessions</strong> Primitive all-temp cloaks (desert), Sith artifacts (+1 to Use the Force, but any non-dark sider gains a Dark side point using them) </p><p></p><p>*Night Warlock Force Talents (see below)</p><p></p><p>The Night Warlocks where created by a renegade Jedi Knight, Du’noss Verg, whom fled the republic in search of power after the Golden Age of the Sith. Du’noss discovered many dark secrets on the lost world of <em>Korriban</em> and then set out to find a world that he could conquer and happened upon the <em>Historgoth</em> system. On one of the moons of the third planet (the Gas Giant that would be called <em>Orange Heaven</em>, on the moon that would one day be called <em>Cold Rock</em>) was strong in the dark side of the Force and he built his Fortress there. On the planet of Historgoth, he found a few other place that were also strong with the dark side and a few of the natives whom were Force Sensitive that he could train and mold into an army of conquest. But Du’noss’s ambitions was greater then his abilities with the Force, and as he attacked and overran many of the native lands, the Hiss’agoth united and destroyed his army. </p><p></p><p>Du’noss fled to his fortress on Cold Rock where he delved deep into Sith Alchemy to create a new army, but something went terribly wrong and he vanished. His fortress sat empty for hundreds of years until the new, reborn Sith would be drawn to it now… drawn to whatever it was the Du’noss created that he could not control. </p><p></p><p>Those Hiss’agoth Night Warlocks not killed in the war of conquest fled into deep underground caves and hide for hundreds of years, stealing Force Sensitive children too carry on their dark traditions. Over time, the Warlocks would be lead by an all female council, called the <em>Night Mistress</em>. They hide away from the world at large until the Sith (the so called <em>Shadow Lords</em> from the dark between the stars) returned to their world and set them on a path of disruption and chaos. For the Sith want something, both from the fortress on Cold Rock and something found in the deep dark places of Historgoth Prime. </p><p></p><p><strong>Steel Mind</strong> – as the Jedi Sentinel Talent, <em>Clear Mind</em></p><p><strong>Force Shadow</strong> – as the Jed Sentinel Talent, Force Haze, but the user does not have to spend a Force Point if they use it only to hide themselves. The Prerequisite for this power is <em>Steel Mind</em> and <em>Power of the Dark Side</em></p><p><strong>Soothing Tongue</strong> – as the Jedi Consular Talent <em>Adapt Negotiator</em></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Karl Green, post: 3638787, member: 1467"] More spoilers for the players in my game NOT to read (yet)... [sblock] [size=3][b]Hiss’agoth [i]Shadow Warlock[/i][/b][/size] Medium Male Hiss’agoth Scout 6, CL6 [b]Destiny[/b] 0; [b]Force[/b] 3; [b]Dark Side[/b] 19 [b]Init[/b] +11; [b]Senses[/b] Perception +4 [b]Languages[/b] Hiss’agoth, some Basic [b]Defense[/b] Reflex 23 (flat-footed 18), Fortitude 18, Will: 17 [b]HP[/b] 45; [b]Threshold[/b] 18 [b]Speed[/b] 6 squares [b]Base Atk[/b] +4, [b]Grp[/b] +5 [b]Melee[/b] +7 unarmed (1d8+4) or [b]Melee[/b] +5 unarmed (2d8+4) with Rapid Strike [b]Ranged[/b] +7 by weapon type [b]Atk Options[/b] Rapid Strike [b]Special Abilities[/b] May re-roll Jump tests [b]Force Powers Known[/b] (Use the Force +14): Mind Trick, Surge [b]Abilities[/b] Str 12, Dex 16, Con 12, Int 12, Wis 12, Cha 12 [b]Talents[/b] Force Shadow*, Power of the Darkside, Steel Mind* [b]Feats[/b] Force Sensitivity, Force Training, Martial Arts I & II, Shake it Off, Skill Focus (Jump), Skill Focus (Use the Force), Weapon Finesse, Weapon Proficiency (simple) [b]Skills[/b] Endurance +9, Initiative +11, Jump +14, Stealth +11, Survival +9, Use the Force +14 [b]Possessions[/b] Primitive all-temp cloaks (desert), Sith artifacts (+1 to Use the Force, but any non-dark sider gains a Dark side point using them) [size=3][b]Hiss’agoth [i]Shadow Mistress[/i][/b][/size] Medium Female Hiss’agoth Scout 7/Force Adapt 1, CL8 [b]Destiny[/b] 0; [b]Force[/b] 5; [b]Dark Side[/b] 24 [b]Init[/b] +12; [b]Senses[/b] Perception +5 [b]Languages[/b] Hiss’agoth, some Basic [b]Defense[/b] Reflex 25 (flat-footed 20), Fortitude 20, Will: 19 [b]HP[/b] 54; [b]Threshold[/b] 20 [b]Speed[/b] 6 squares [b]Base Atk[/b] +5, [b]Grp[/b] +6 [b]Melee[/b] +8 unarmed (1d8+5) or [b]Melee[/b] +6 unarmed (2d8+5) with Rapid Strike [b]Ranged[/b] +8 by weapon type [b]Atk Options[/b] Rapid Strike [b]Special Abilities[/b] May re-roll Jump tests [b]Force Powers Known[/b] (Use the Force +15): Mind Trick, Surge [b]Abilities[/b] Str 12, Dex 17, Con 11, Int 12, Wis 12, Cha 14 [b]Talents[/b] Channel Aggression, Dark Presence, Force Shadow*, Power of the Darkside, Soothing Tongue*, Steel Mind* [b]Feats[/b] Force Sensitivity, Force Training, Martial Arts I & II, Shake it Off, Skill Focus (Jump), Skill Focus (Use the Force), Weapon Finesse, Weapon Proficiency (simple) [b]Skills[/b] Endurance +10, Initiative +12, Jump +15, Stealth +12, Survival +10, Use the Force +15 [b]Possessions[/b] Primitive all-temp cloaks (desert), Sith artifacts (+1 to Use the Force, but any non-dark sider gains a Dark side point using them) *Night Warlock Force Talents (see below) The Night Warlocks where created by a renegade Jedi Knight, Du’noss Verg, whom fled the republic in search of power after the Golden Age of the Sith. Du’noss discovered many dark secrets on the lost world of [i]Korriban[/i] and then set out to find a world that he could conquer and happened upon the [i]Historgoth[/i] system. On one of the moons of the third planet (the Gas Giant that would be called [i]Orange Heaven[/i], on the moon that would one day be called [i]Cold Rock[/i]) was strong in the dark side of the Force and he built his Fortress there. On the planet of Historgoth, he found a few other place that were also strong with the dark side and a few of the natives whom were Force Sensitive that he could train and mold into an army of conquest. But Du’noss’s ambitions was greater then his abilities with the Force, and as he attacked and overran many of the native lands, the Hiss’agoth united and destroyed his army. Du’noss fled to his fortress on Cold Rock where he delved deep into Sith Alchemy to create a new army, but something went terribly wrong and he vanished. His fortress sat empty for hundreds of years until the new, reborn Sith would be drawn to it now… drawn to whatever it was the Du’noss created that he could not control. Those Hiss’agoth Night Warlocks not killed in the war of conquest fled into deep underground caves and hide for hundreds of years, stealing Force Sensitive children too carry on their dark traditions. Over time, the Warlocks would be lead by an all female council, called the [i]Night Mistress[/i]. They hide away from the world at large until the Sith (the so called [i]Shadow Lords[/i] from the dark between the stars) returned to their world and set them on a path of disruption and chaos. For the Sith want something, both from the fortress on Cold Rock and something found in the deep dark places of Historgoth Prime. [b]Steel Mind[/b] – as the Jedi Sentinel Talent, [i]Clear Mind[/i] [b]Force Shadow[/b] – as the Jed Sentinel Talent, Force Haze, but the user does not have to spend a Force Point if they use it only to hide themselves. The Prerequisite for this power is [i]Steel Mind[/i] and [i]Power of the Dark Side[/i] [b]Soothing Tongue[/b] – as the Jedi Consular Talent [i]Adapt Negotiator[/i] [/sblock] [/QUOTE]
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