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Knights of the Old Republic - RG
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<blockquote data-quote="Karl Green" data-source="post: 3641864" data-attributes="member: 1467"><p>And the last set... the biggies... remember if you are a player to not look...</p><p></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong>Dark Sith Hunter <a href="http://www.wizards.com/starwars/images/darksideart/Azrakel.jpg" target="_blank">Harnac Da’ark</a></strong></span></p><p>Medium Gothin (near human) Scout 3/Jedi 4/Sith Apprentice 1, CL8</p><p><strong>Destiny</strong> 0; <strong>Force</strong> 6; <strong>Dark Side</strong> 20</p><p><strong>Init</strong> +12; <strong>Senses</strong> low-light vision; Perception +11</p><p><strong>Languages</strong> Basic, Gothin, Sith</p><p>----</p><p><strong>Defense</strong> Ref 24 (flat-footed 21); Fort 22; Will 23; Evasion </p><p><strong>HP</strong> 64; <strong>Threshold</strong> 22</p><p><strong>Immunities</strong> atmospheric and inhaled poison hazards </p><p>----</p><p><strong>Speed</strong> 8 squares; Long Stride</p><p><strong>Melee</strong> +11 lightsaber (2d8+8) two-handed or</p><p><strong>Melee</strong> +6/+6 lightsaber (2d8+8) with Double Attack, or </p><p><strong>Melee</strong> +11 lightsaber (3d8+8) with Mighty Swing</p><p><strong>Ranged</strong> +10 by weapon type</p><p><strong>Base Atk</strong> +7, <strong>Grp</strong> +9</p><p><strong>Atk Options</strong> Double Attack, Mighty Swing</p><p><strong>Special Actions </strong> Dark Scourge, Lightsaber Defense I</p><p><strong>Force Powers Known</strong> (Use the Force +11): Battle Strike (x2), Dark Rage, Force Slam, Mind Trick, Negate Energy </p><p><strong>Force Techniques</strong> Improved Sense Surroundings</p><p><strong>Species Traits</strong> low-light vision</p><p>----</p><p><strong>Abilities</strong> Str 14, Dex 16, Con 13, Int 12, Wis 14, Cha 15</p><p><strong>Talents</strong> Dark Scourge, Evasion, Lightsaber Defense I, Long Stride, Telekinetic Savant (Force Slam) </p><p><strong>Feats</strong> Double Attack, Force Sensitivity, Force Training (x2), Improved Defenses, Mighty Swing, Shake it Off, Weapon Focus (lightsaber), Weapon Proficiency (lightsaber, pistol, rifle, simple)</p><p><strong>Skills</strong> Endurance +10, Initiative +12, Perception +11, Stealth +12, Survival +11, Use the Force +11</p><p>----</p><p><strong>Possessions</strong> Lightsaber (has built his own), all-temp cloak, cybernetic re-breather (immunity to gases)</p><p></p><p></p><p><strong><span style="font-size: 12px">Sith Alchemist, <a href="http://starwars.wikia.com/wiki/Image:VentressDarkJedi.jpg" target="_blank">Lady Shada Xontic</a></span></strong></p><p>Medium Near-Female Human Jedi 7/Sith Apprentice 3, CL10</p><p><strong>Destiny</strong> 1; <strong>Force Points</strong> 7; <strong>Dark Side</strong> 33</p><p><strong>Init</strong> +12; <strong>Senses</strong> Perception +6; Force Perception +18</p><p><strong>Languages</strong> Basic, Sith, Ryl</p><p>----</p><p><strong>Defense</strong> Ref 26 (flat-footed 22); Fort 23; Will 23 </p><p><strong>HP</strong> 74; <strong>Threshold</strong> 23</p><p>----</p><p><strong>Speed</strong> 6 squares</p><p><strong>Melee</strong> +16 lightsaber (2d8+8)</p><p><strong>Melee</strong> lightsabers +14/+14 (2d8+8) with Dual lightsaber</p><p><strong>Ranged</strong> +14 by weapon type (like Dark Healing)</p><p><strong>Base Atk</strong> +10, <strong>Grp</strong> +11</p><p><strong>Atk Options</strong> Acrobatic Strike, Dual Weapon Attack</p><p><strong>Special Actions</strong> Acrobatic Recovery, Dark Healing, Lightsaber Defense II </p><p><strong>Force Powers Known</strong> (Use the Force +18): Mind Trick, Move Objects, Rebuke, Surge </p><p><strong>Force Techniques</strong> Force Point Recovery, Force Power Mastery (Surge)</p><p>----</p><p><strong>Abilities</strong> Str 12, Dex 18, Con 12, Int 14, Wis 12, Cha 16</p><p><strong>Talents</strong> Acrobatic Recovery, Dark Healing, Force Perception, Lightsaber Defense II, Weapon Specialization (lightsaber)</p><p><strong>Feats</strong> Acrobatic Strike, Dual Weapon Master II, Force Sensitivity, Force Training (x2), Skill Focus (Use the Force), Sith Alchemy*, Weapon Finesse, Weapon Focus (lightsaber), Weapon Proficiency (lightsabers, simple)</p><p><strong>Skills</strong> Acrobatics +14, Initiative +14, Knowledge (galactic lore) +12, Use the Force +18</p><p>----</p><p><strong>Possessions</strong> two lightsabers (has built her own), robes</p><p></p><p></p><p>And the REALLY big bad behind it all… whom the characters will probably never ever face (nor should they), but whom will be a role, mostly in pulling the gargantuan colony ship out of hyperspace just outside the Bogden system to draw off the Republic ships guarding it…</p><p></p><p><strong><span style="font-size: 12px"><a href="http://upload.wikimedia.org/wikipedia/en/4/43/Darth_Nihilus.jpg" target="_blank">Darth Nihilus</a>, Sith Lord</span></strong> </p><p>Medium Male Human Jedi 7/Sith Apprentice 5/Sith Lord 5; CL17</p><p><strong>Destiny</strong> 2; <strong>Force</strong> 12; <strong>Dark Side</strong> 44</p><p><strong>Init</strong> +22, Force Intuition; <strong>Senses</strong> Perception +15</p><p><strong>Languages</strong> Basic, Sith, Zabrak, Ryl</p><p>----</p><p><strong>Defense</strong> Ref 34 (flat 30); Fort 32; Will 32; Block, Deflect </p><p><strong>HP</strong> 164; <strong>Threshold</strong> 32</p><p><strong>Immunities</strong> fear effects</p><p>----</p><p><strong>Speed</strong> 6 squares</p><p><strong>Melee</strong> +21 lightsaber (2d8+12) </p><p><strong>Melee</strong> +18/+18 lightsaber (2d8+12) with Double Attack</p><p><strong>Melee</strong> +13/+13/+13 lightsaber (2d8+12) with Triple Attack</p><p><strong>Melee</strong> lightsaber +19 (3d8+12) with Rapid Strike</p><p><strong>Ranged</strong> +20 by weapon type </p><p><strong>Base Atk</strong> +17, <strong>Grp</strong> +19</p><p><strong>Attack Opts</strong> Double Attack, Rapid Strike, Triple Attack</p><p><strong>Special Actions</strong> Improved Dark Healing, Resilience, Temptation, Triple Crit, Whirlwind Attack</p><p><strong>Force Powers Known</strong> (Use the Force +22) Dark Rage, Mind Trick, Move Objects, Negate Energy, Sith Hatred (2)*, Surge</p><p><strong>Force Secrets</strong> Devastating Power, Distant Power, Multitarget Power, Quicken Power</p><p><strong>Force Techniques</strong> Force Point Recovery, Force Power Mastery (Sith Hatred), Improved Sense Surroundings </p><p>----</p><p><strong>Abilities</strong> Str 15, Dex 16, Con 14, Int 16, Wis 17, Cha 19</p><p><strong>Talents</strong> Block, Deflect, Dark Healing, Force Intuition, Improved Dark Healing, Multiattack Proficiency, Resilience, Weapon Specialization (lightsaber) </p><p><strong>Feats</strong> Acrobatic Strike, Double Attack, Force Sensitivity, Force Training (x2), Improved Defenses, Martial Arts I, Rapid Strike, Triple Attack, Triple Crit, Skill Focus (Use the Force), Weapon Focus (lightsaber), Weapon Proficiency (lightsaber, simple), Whirlwind Attack </p><p><strong>Skills</strong> Acrobatics +16, Endurance +15, Jump +15, Knowledge (tactics) +16, Use the Force +22</p><p><strong>Possessions</strong> Lightsaber (built his own), All-temp cloak </p><p></p><p>*New Sith Feats, Powers and Force Secrets.</p><p></p><p>Note or Clarifications on Dark Healing and Improved Dark Healing – Dark Healing can only be used on living creatures (Droids and craft are immune), and ignores Damage Resistance and Armor equipment bonuses. It is most affective verses sentient beings, hence creatures with 2 or less Intelligence suffer only ½ damage (and the Sith only recovers this amount). It still requires a ranged attack roll to succeed. </p><p></p><p><strong><span style="font-size: 12px">NEW FEAT</span></strong></p><p><strong>SITH ALCHEMY</strong></p><p>A Dark Force User with this feat has delved into the mystical art of Sith Alchemy and has learned how to manipulate the very body of a subject. Of course this tends to drive the subject insane. I am still working on this but it will be based heavily on Sith Alchemy found in the Dark Side Sourcebook for the old Star Wars d20 game. Use of this feat causes (lots) of Dark Side points.</p><p></p><p><strong><span style="font-size: 12px">NEW SITH POWER</span></strong></p><p><strong>SITH HATRED</strong> <em>[dark side power]</em></p><p>Though the Dark side of the Force, a Sith’s rage can damage those around him, causing them intense pain. <strong>Time:</strong> Standard Action. <strong>Target:</strong> all targets in a 2 by 2 square within 6 squares and line of sight. </p><p><strong>Make a Use the Force check.</strong> Make one roll and compare the results to all targets within 2 by 2 square's Will Defense. If the attack 'hits', then target(s) affected takes 3d6 damage and moves down -1 step on the condition track. For each 5 additional points you exceed any of the target’s Will Defense they take an additional 1d6 damage. If the check is less then the targets Will Defense they take 1d6 damage and do not suffer the conditional track penalty. </p><p><strong>Special:</strong> If you successfully use this Force power, you can spend a Force Point to cause an additional 3d6 damage and move the target’s down an additional -1 step on the condition track.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Karl Green, post: 3641864, member: 1467"] And the last set... the biggies... remember if you are a player to not look... [sblock] [size=3][b]Dark Sith Hunter [url=http://www.wizards.com/starwars/images/darksideart/Azrakel.jpg]Harnac Da’ark[/url][/b][/size] Medium Gothin (near human) Scout 3/Jedi 4/Sith Apprentice 1, CL8 [b]Destiny[/b] 0; [b]Force[/b] 6; [b]Dark Side[/b] 20 [b]Init[/b] +12; [b]Senses[/b] low-light vision; Perception +11 [b]Languages[/b] Basic, Gothin, Sith ---- [b]Defense[/b] Ref 24 (flat-footed 21); Fort 22; Will 23; Evasion [b]HP[/b] 64; [b]Threshold[/b] 22 [b]Immunities[/b] atmospheric and inhaled poison hazards ---- [b]Speed[/b] 8 squares; Long Stride [b]Melee[/b] +11 lightsaber (2d8+8) two-handed or [b]Melee[/b] +6/+6 lightsaber (2d8+8) with Double Attack, or [b]Melee[/b] +11 lightsaber (3d8+8) with Mighty Swing [b]Ranged[/b] +10 by weapon type [b]Base Atk[/b] +7, [b]Grp[/b] +9 [b]Atk Options[/b] Double Attack, Mighty Swing [b]Special Actions [/b] Dark Scourge, Lightsaber Defense I [b]Force Powers Known[/b] (Use the Force +11): Battle Strike (x2), Dark Rage, Force Slam, Mind Trick, Negate Energy [b]Force Techniques[/b] Improved Sense Surroundings [b]Species Traits[/b] low-light vision ---- [b]Abilities[/b] Str 14, Dex 16, Con 13, Int 12, Wis 14, Cha 15 [b]Talents[/b] Dark Scourge, Evasion, Lightsaber Defense I, Long Stride, Telekinetic Savant (Force Slam) [b]Feats[/b] Double Attack, Force Sensitivity, Force Training (x2), Improved Defenses, Mighty Swing, Shake it Off, Weapon Focus (lightsaber), Weapon Proficiency (lightsaber, pistol, rifle, simple) [b]Skills[/b] Endurance +10, Initiative +12, Perception +11, Stealth +12, Survival +11, Use the Force +11 ---- [b]Possessions[/b] Lightsaber (has built his own), all-temp cloak, cybernetic re-breather (immunity to gases) [b][size=3]Sith Alchemist, [url=http://starwars.wikia.com/wiki/Image:VentressDarkJedi.jpg]Lady Shada Xontic[/url][/size][/b][size=3][/size] Medium Near-Female Human Jedi 7/Sith Apprentice 3, CL10 [b]Destiny[/b] 1; [b]Force Points[/b] 7; [b]Dark Side[/b] 33 [b]Init[/b] +12; [b]Senses[/b] Perception +6; Force Perception +18 [b]Languages[/b] Basic, Sith, Ryl ---- [b]Defense[/b] Ref 26 (flat-footed 22); Fort 23; Will 23 [b]HP[/b] 74; [b]Threshold[/b] 23 ---- [b]Speed[/b] 6 squares [b]Melee[/b] +16 lightsaber (2d8+8) [b]Melee[/b] lightsabers +14/+14 (2d8+8) with Dual lightsaber [b]Ranged[/b] +14 by weapon type (like Dark Healing) [b]Base Atk[/b] +10, [b]Grp[/b] +11 [b]Atk Options[/b] Acrobatic Strike, Dual Weapon Attack [b]Special Actions[/b] Acrobatic Recovery, Dark Healing, Lightsaber Defense II [b]Force Powers Known[/b] (Use the Force +18): Mind Trick, Move Objects, Rebuke, Surge [b]Force Techniques[/b] Force Point Recovery, Force Power Mastery (Surge) ---- [b]Abilities[/b] Str 12, Dex 18, Con 12, Int 14, Wis 12, Cha 16 [b]Talents[/b] Acrobatic Recovery, Dark Healing, Force Perception, Lightsaber Defense II, Weapon Specialization (lightsaber) [b]Feats[/b] Acrobatic Strike, Dual Weapon Master II, Force Sensitivity, Force Training (x2), Skill Focus (Use the Force), Sith Alchemy*, Weapon Finesse, Weapon Focus (lightsaber), Weapon Proficiency (lightsabers, simple) [b]Skills[/b] Acrobatics +14, Initiative +14, Knowledge (galactic lore) +12, Use the Force +18 ---- [b]Possessions[/b] two lightsabers (has built her own), robes And the REALLY big bad behind it all… whom the characters will probably never ever face (nor should they), but whom will be a role, mostly in pulling the gargantuan colony ship out of hyperspace just outside the Bogden system to draw off the Republic ships guarding it… [b][size=3][url= http://upload.wikimedia.org/wikipedia/en/4/43/Darth_Nihilus.jpg]Darth Nihilus[/url], Sith Lord[/size][/b][size=3][/size] Medium Male Human Jedi 7/Sith Apprentice 5/Sith Lord 5; CL17 [b]Destiny[/b] 2; [b]Force[/b] 12; [b]Dark Side[/b] 44 [b]Init[/b] +22, Force Intuition; [b]Senses[/b] Perception +15 [b]Languages[/b] Basic, Sith, Zabrak, Ryl ---- [b]Defense[/b] Ref 34 (flat 30); Fort 32; Will 32; Block, Deflect [b]HP[/b] 164; [b]Threshold[/b] 32 [b]Immunities[/b] fear effects ---- [b]Speed[/b] 6 squares [b]Melee[/b] +21 lightsaber (2d8+12) [b]Melee[/b] +18/+18 lightsaber (2d8+12) with Double Attack [b]Melee[/b] +13/+13/+13 lightsaber (2d8+12) with Triple Attack [b]Melee[/b] lightsaber +19 (3d8+12) with Rapid Strike [b]Ranged[/b] +20 by weapon type [b]Base Atk[/b] +17, [b]Grp[/b] +19 [b]Attack Opts[/b] Double Attack, Rapid Strike, Triple Attack [b]Special Actions[/b] Improved Dark Healing, Resilience, Temptation, Triple Crit, Whirlwind Attack [b]Force Powers Known[/b] (Use the Force +22) Dark Rage, Mind Trick, Move Objects, Negate Energy, Sith Hatred (2)*, Surge [b]Force Secrets[/b] Devastating Power, Distant Power, Multitarget Power, Quicken Power [b]Force Techniques[/b] Force Point Recovery, Force Power Mastery (Sith Hatred), Improved Sense Surroundings ---- [b]Abilities[/b] Str 15, Dex 16, Con 14, Int 16, Wis 17, Cha 19 [b]Talents[/b] Block, Deflect, Dark Healing, Force Intuition, Improved Dark Healing, Multiattack Proficiency, Resilience, Weapon Specialization (lightsaber) [b]Feats[/b] Acrobatic Strike, Double Attack, Force Sensitivity, Force Training (x2), Improved Defenses, Martial Arts I, Rapid Strike, Triple Attack, Triple Crit, Skill Focus (Use the Force), Weapon Focus (lightsaber), Weapon Proficiency (lightsaber, simple), Whirlwind Attack [b]Skills[/b] Acrobatics +16, Endurance +15, Jump +15, Knowledge (tactics) +16, Use the Force +22 [b]Possessions[/b] Lightsaber (built his own), All-temp cloak *New Sith Feats, Powers and Force Secrets. Note or Clarifications on Dark Healing and Improved Dark Healing – Dark Healing can only be used on living creatures (Droids and craft are immune), and ignores Damage Resistance and Armor equipment bonuses. It is most affective verses sentient beings, hence creatures with 2 or less Intelligence suffer only ½ damage (and the Sith only recovers this amount). It still requires a ranged attack roll to succeed. [b][size=3]NEW FEAT[/size] SITH ALCHEMY[/b] A Dark Force User with this feat has delved into the mystical art of Sith Alchemy and has learned how to manipulate the very body of a subject. Of course this tends to drive the subject insane. I am still working on this but it will be based heavily on Sith Alchemy found in the Dark Side Sourcebook for the old Star Wars d20 game. Use of this feat causes (lots) of Dark Side points. [b][size=3]NEW SITH POWER[/size] SITH HATRED[/b] [i][dark side power][/i] Though the Dark side of the Force, a Sith’s rage can damage those around him, causing them intense pain. [b]Time:[/b] Standard Action. [b]Target:[/b] all targets in a 2 by 2 square within 6 squares and line of sight. [b]Make a Use the Force check.[/b] Make one roll and compare the results to all targets within 2 by 2 square's Will Defense. If the attack 'hits', then target(s) affected takes 3d6 damage and moves down -1 step on the condition track. For each 5 additional points you exceed any of the target’s Will Defense they take an additional 1d6 damage. If the check is less then the targets Will Defense they take 1d6 damage and do not suffer the conditional track penalty. [b]Special:[/b] If you successfully use this Force power, you can spend a Force Point to cause an additional 3d6 damage and move the target’s down an additional -1 step on the condition track. [/sblock] [/QUOTE]
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