KotOR PnP

by neour

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Knights of the Old Republic: PnP

Table of Contents

    • Chapter 1: Attributes ...........................4
    • Chapter 2: Basic Classes.......................4
    • The Soldier .............................................................4
    • The Scout ................................................................5
    • The Scoundrel .........................................................5
    • Jedi Guardian ..........................................................6
    • Jedi Sentinel ............................................................6
    • Jedi Consular ...........................................................7
    • Combat Droid .........................................................7
    • Expert Droid ...........................................................8
    • Chapter 3: Skills.....................................8
    • Chapter 4: Non-humans / Feats...........9
    • Active Feats .............................................................9
    • Passive Feats .........................................................11
    • Jedi Feats ..............................................................12
    • Droid Feats ...........................................................13
    • Chapter 5: Starter Equipment...........13
    • Chapter 6: Force Powers.....................14
    • Light-sided Powers ................................................16
    • Universal Powers ...................................................17
    • Dark-sided Powers ................................................19
    • Chapter 7: Characteristics..................20
    • Chapter 8: Combat..............................21
    • Chapter 9: Leveling / multiclassing...21

Before we continue

The following content assumes that you have a basic understanding of Role Playing Games, and understand basic wording, like the dice system and so on.

I love feedback, if you want to give your feedback, go to KotOR PnP's community discord server here

This content was based on the Knights of the Old Republic games, but the entire book series (And all other future content) will be released for free.

The character sheet is available within the KotOR PNP community server.

And also, big thanks for the strategywiki.org dudes for saving me countless hours.

With that said, go ahead, let's start our Old Republic adventures.

Chapter 0: Creating a republic soldier

Step 1: Attributes

For this quick guide, we will be creating a nameless Soldier from the Mandalorian Wars. First step is to generate his attributes, to do so, we use the point distribution system.

The stats start at 8, and we get 30 points to increase them up to 18. Also consider that the higher the attribute, the more points we need to spend in order to increase it further.

This Republic Soldier had to face true mandalorians in melee and ranged combat, so we can assume he was strong, fast and tough.

  • Strength: 15
  • Dexterity: 14
  • Constitution: 15

He also had a low rank, meaning he wasn't the most wise, the most intelligent, or most charismatic warrior in the republic (or at least, he didn't put his skills to the test).

  • Intelligence: 12
  • Wisdom: 10
  • Charisma: 10

Step 2: Class, Skills and Feats.

As we already established he was a Soldier, his class will be Soldier.

He will be a human.

He was forced in many situations to use first aid kits in his allies, meaning he has a higher treat injury skill.

Republic Soldier skills:

  • Computer Use +1
  • Demolitions 0
  • Stealth +2
  • Awareness +4
  • Persuasion 0
  • Repair +1
  • Security 0
  • Treat Injury +4

Notice that his Attribute modifiers increase his skills, but doesn't train them.

Here are the feats he gained for being a soldier.

  • Armor Proficiencies: Light, Medium and Heavy.
  • Weapon Proficiencies: Pistol, Rifle, Heavy and melee weapons.
  • Power Shot.
  • Power Attack.

He also gains 1 feat point for being a soldier, which we are going to spend on "Toughness".

Step 3 Equipment and Characteristics.

As we have a high strength attribute we will use a sword as our primary weapon. Here's a list of his equipment at level 1.

  • Short Sword
  • Medpac
  • Common Clothes.

Every alignment starts at 50, you actions throughout the campaign will determine either you are dark-sided or light-sided.

Since the Mandalorian Wars lasted 16 years, we can assume our soldier is in his late 30s. If your GM is using the Optional Rule: Age Matters, apply the buffs and debuffs.

That is about it, write this down on a character sheet and start playing!

Chapter 1: Attributes.

In the KotOR: PnP game, your stats are measured through the attribute system, there are 6 main attributes that defines your character.

STRENGTH.

Strength measures physical power. A high strength adds modifiers to melee damage and chance to hit, which is important for characters that use close-combat weapons (vibroblades, lightsabers). Strength modifier (STR) adds to the following:

  • Damage with melee weapons and lightsabers.
  • Attack with melee weapons
  • Attacks with lightsabers when NOT using the finesse: lightsaber feat.

DEXTERITY

Dexterity measures agility and reflexes. A high Dexterity adds modifiers to ranged attack rolls (blasters, grenades) and increases a character's Defense rating, making them harder to hit. Dexterity modifier (DEX) adds to the following:

  • Defense
  • Attacks with ranged weapons
  • Attacks with lightsabers when using the Finesse: Lightsber feat.
  • Reflex Save
  • Stealth Bonus

CONSTITUTION

Constitution represents health and resiliency. A high Constitution adds modifiers to the vitality points gained at each level up. This is important for everyone, but essential for soldiers and Jedi guardians. Constitution modifier (CON) adds to the following:

  • Vitality points per level.
  • Fortitude save.

INTELLIGENCE

Intelligence represents knowledge and reasoning. A high intelligence adds modifiers to the number of points a character has to spend on essential skills. Intelligence modifier (INT) adds to the following:

  • Skill points granted at level 1.
  • Skill points granted at each level-up.
  • Computer use, demolition and repair bonus.
  • Droid Vitality restored when using repair kits.

WISDOM

Wisdom represents willpower and perception. A high Wisdom adds modifiers to Jedi Force Points and Force Power saving throws. The Force Powers of a Jedi with high Wisdom are also much harder to resist. Wisdom modifier (WIS) adds to the following:

  • Force power difficulty class.
  • Force points per jedi level.
  • Will save
  • Awareness Security and treat injury bonus.
  • Vitality healed by medpacs, cure or heal.

CHARISMA

Charisma represents personality and the ability to lead. A high Charisma adds modifiers to Force-related feats and powers that are very important to all the Jedi classes. It is also central to any persuasive talker. Charisma modifier (CHA) adds to the following:

  • Force power difficulty class.
  • Force points per jedi level.
  • Persuade bonus
  • Vitality healed by cure or heal.

Attribute generation

At the beginning all attributes are set to 8. You get 30 attribute points to increase your score to a maximum of 18 at level 1. All attribute levels up to 14 have the cost of 1 attribute point. Levels 15 and 16 have 2 attribute points as their cost, and levels 17 and 18 have +3 attribute points as their cost.

Chapter 2: Basic Classes

The basic classes in KotOR PNP are the Soldier, Scout, Scoundrel, Jedi Guardian, Jedi Sentinel and Jedi consular. If you are planning on making a droid character, you can use either the Expert Droid or the Combat Droid classes.

The Soldier

"A battle-ready fighter with no equal in combat" The soldier has access to exclusive weapon specialization feats. He also has acces to 1 feat per level, the highest from all classes.

Quick Soldier build:

Set your highest attribute to either Strength or Dexterity (Depending if you are using ranged or melee weapons) next set your second highest score to Constitution. Use your skill points on either Treat Injury or Demolitions.

Soldier Starting feats:

These are the feats the soldier starts out on level 1:

  • All Armor Proficiencies;
  • Pistol, Rifle, Heavy weapons and melee weapon proficiencies.
  • The Power shot and Power Attack feats.

Soldier Exclusive Feats

Weapon Specialization:

You can further Specialize in a weapon type, increasing it's damage by +2. Requires Weapon Proficiency and Weapon Focus for the selected weapon. (Weapon Specialization: Lightsaber is only available to the Jedi Guardian Class.)

Soldier Statistics

  • Vitality points: 10 per level + CON Modifier.
  • Attack bonuses: 1 per level
  • Fortitude: 2 at level 1 and one more every 2 levels.
  • Reflex: 1 every 3 levels.
  • Will: 1 every 3 levels.
  • The Soldier Receives 1 new feat every level.

Soldiers Skills

The Soldier receives 1 + INT. Mod. * 4 skill points at level 1. For instance: (1 + 1 [His intelligence modifier] = 2 * 4 = 8)

Each level up the Soldier receives 1 + INT Mod. / 2 skill points.

The Soldier's Class skills are Demolitions, Awareness and Treat Injury. Non-class skills take 1 extra skill point to upgrade.

The Scout

"An explorer most at home on the fringes of space" Boosted by his implants, the Scout can dodge and deal a flurry of attacks or blaster bolts.

Quick Scout build

Set your highest score to Dexterity and the second highest to Intelligence. Set your skill points to Repair, Computer Use and Demolitions.

Scout Starting Feats

These are the feats the Scouts starts at level 1:

  • Armor proficiencies: Light, Medium
  • Weapon proficiencies: Pistol, Rifle, Melee weapons
  • Implant Level 1;
  • Flurry
  • Rapid Shot

Scout's free feats:

  • Implant Level 1: LvL 1
  • Implant Level 2: LvL 4
  • Implant Level 3: LvL 8

Scout's exclusive feats:

The First Scout exclusive feat is given to the character for free at level 4, the second one, is given at level 7.

Uncanny Dodge:

Permanently increases your Defense by +2 and decreases any grenade DC by -2.

Uncanny Dodge 2:

Permanently increases your Defense by +4 and decreases any grenade DC by -4, replaces the Uncanny Dodge Feat.

Scout's statistics

  • Vitality Points: 8 Per level + CON Modifier.
  • Attack bonuses: 1 per level, starting at level 2
  • Fortitude: 2 At level 1 and one more every 2 levels.
  • Reflex: 2 At level 1 and one more every 2 levels.
  • Will: 2 At level 1 and one more every 2 levels.
  • The Scout gets a new feat at levels 1, 2, 3, 5, 7, 9, 11, 13, 15, 17, 19.

Scout's Skills

The Scouts receives 3 + INT. Mod. * 4 skill points at level 1.

Every level-up the Scout receives 3 + INT. Mod. / 2.

His Class skills are Computer Use, Demolitions, Awareness, Repair and Treat Injury.

The Scoundrel

"A skillful rogue that gets by on stealth and guile." The Scoundrel gets bonuses on using Stealth attacks and has a permanent defense bonus with his Luck Skill.

Quick Scoundrel Build

First, set your highest stat to dexterity, next, set your second highest on Charisma and your third highest on Intelligence.

Set your Skill points to Persuasion Stealth and Security.

Scoundrel's starting feats.

These are the feats the scoundrel starts at level 1:

  • Armor Proficiency: Light
  • Weapon Proficiencies: Pistols, Rifles and Melee Weapons.
  • Critical Strike
  • Sniper Shot
  • Scoundrel's Luck
  • Sneak Attack I

Scoundrel's exclusive Feats

Sneak Attacks:

At level 1, and every 2 levels after, you receive a bonus 1d6 to damage done on enemies who cannot react to you. It is also required to attack a target from the behind. Attacks done while on stealth mode also gain this damage bonus.

Scoundrel's Luck

You gain a permanent +2 bonus to your Defense class. Granted at level 1.

Improved Scoundrel's Luck

You gain a permanent +2 bonus to your Defense class. Stacks with "Scoundrel's luck". Granted at level 6.

Master Scoundrel's Luck

You gain a permanent +2 bonus to your defense class. Stacks with "Improved Scoundrel's Luck". Granted at level 12.

Scoundrel's Statistics

  • Vitality: 6 per level + CON Modifier.
  • Attack bonuses: 1 every 2 levels.
  • Fortitude: 1 every 3 levels.
  • Reflex: 2 at level 1, +2 every 2 levels after.
  • Will: 1 every 3 levels.
  • The Scoundrel gets new a feat at levels 1, 2, 5, 8, 11, 14, 17, 20.

Scoundrel's Skills

The Scoundrel receives 4 + INT. Mod; * 4 Skills points at level 1.

Every level-up the Scoundrel receives 4 + INT. Mod. / 2 skill points.

His Class Skills are Demolitions, Stealth, Awareness, Persuasion and Security.

The Jedi Guardian

"Jedi Guardians focus on combat training and lightsaber mastery." The Jedi Guardian is a combat focused Force-wielder that solve most problems with his lightsaber.

Jedi Guardian Quick Build

First set your highest score to either Strength or Dexterity (Depending if you are going to use th Finesse: Lightsabers feat.) Next set your second highest score to Constitution, and your third to either Wisdom or Charisma. Set your skill points to either Persuasion or Treat Injury.

Jedi Guardian Starting Feats

These are the feats the Jedi Guardian starts out at level 1.

  • Weapon proficiencies: Pistols, Melee Weapons and Lightsaber.
  • Force Jump
  • Jedi Sense (+2 to Defense)

Jedi Guardian Free Feats

Knight Sense

Bonus +2 on defense. Granted at level 6

Master Sense

Additional +2 on defense. Granted at level 12

Jedi Guardian Exclusive Feats

Force Jump

Requires lightsaber. The Jedi guardian gains the ability to dash into someone who is 10m or closer to him. He must have a clear line of sight to perform this ability. The damage dealt is equal to his basic lightsaber attack damage.

Improved Force Jump

The Force jump now deals a additional +2 damage when it hits. Granted at level 6.

Master Force jump

The Force Jump now deals a additional +4 damage when it hits. Granted at level 12.

Weapon Specialization: Lightsaber

Adds a +2 damage bonus to lightsaber attacks. Requires Weapon Proficiency: Lightsaber and Weapon Focus: Lightsaber. Has to be unlocked like a regular feat.

Jedi Guardian Statistics

  • Vitality: 10 per level + CON Modifier
  • Force Points: 5 at level 1 and 4 per level-up + WIS and CHA modifiers.
  • Attack Bonuses: 1 per level
  • Fortitude: 2 at level 1, and 1 more per next level
  • Reflex: 2 at level 1, and 1 more per next level
  • Will: 1 at level 1, and 1 per 2 next levels.
  • He gets feats a new feat at levels 1, 3, 6, 7, 9, 12, 13, 15 and 18.
  • He gets 2 new force powers at level 1, and 1 more each level-up.

Jedi Guardian Skills

The Jedi Guardian receives 1 + INT. Mod * 4 skill points at level 1.

He receives 1 + INT / 2 skill points at every next level.

His Class skills are: Awareness, Persuade and Treat Injury.

The Jedi Sentinel

"Jedi Sentinels are well-balanced and possess many skills." Jedi sentinels gain immunity to crowd-control as well as a good amount of Force Powers and Skills.

Jedi Sentinel Quick Build

First, set your highest score as Strength. Next set your second highest score to either Wisdom or Charisma. Lastly, set your third highest score to Constitution. Set your skill points to either Persuasion or Treat injury.

Jedi Sentinel Starting Feats

These are the feats the Jedi Sentinel starts at level 1:

Weapon proficiencies: Pistol, Melee weapons and Lightsaber

Force Immunity: Fear

Jedi Sense (+2 to defense.)

Jedi Sentinel Free Feats

Knight Sense

Bonus +2 on defense. Granted at level 6

Master Sense

Additional +2 on defense. Granted at level 12

Jedi Sentinel Exclusive Feats

Force immunity: Stun

Grants immunity to all Stun effects (Force Push, Force Wave, Concussion Grenades, Critical Strikes, Sniper Shot, Flash mines.) This feat is always active.

Force immunity: Paralysis

Grants immunity to all Paralysis effects (Stasis, Cyro-ban grenades.) This feat is always active.

Jedi Sentinel Statistics

  • Vitality: 8 per level + CON Modifier.
  • Force Points: 10 at level 1 and 6 per level-up + WIS and CHA modifiers.
  • Attack Bonuses: 1 every 2 levels.
  • Fortitude: 2 at level 1, and 1 more per next level.
  • Reflex: 2 at level 1, and 1 more per next level.
  • Will: 1 at level 1, and 1 per 2 next levels.
  • He gets a new feat at levels 1, 3, 6, 9, 12, 15 and 18.
  • He gets 2 new force powers at level 1, and 1 more each level-up.

Jedi Sentinel Skills

The Jedi Sentinel receives 2 + INT. Mod. * 4 skill points at level 1.

He gains 2 + INT. Mod. / 2 points at each level-up.

His class skills are Awareness, Persuade and Treat injury.

The Jedi Consular

"Jedi Consulars are masters of the Force and spend less time on combat training" Jedi consulars have more force points and are efficient force-casters.

Jedi Consular Quick Build

First set your highest score to Wisdom, then either Intelligence or Charisma as your second highest.

User your skill points on Persuade, Awareness and Treat injury.

Jedi Consular Starting Feats

These are the feats the Jedi Consular starts at level 1:

Weapon Proficiencies: Pistol, Melee weapons and Lightsabers.

Force Focus

Jedi Sense (+2 to defense)

Jedi Consular Free Feats

Knight Sense

Bonus +2 Defense. Granted at level 6

Master Sense

Additional +2 Defense. Granted at level 12

Jedi Consular Exclusive Feats

Force Focus:

Increases your force power DC by +1. Granted at level 1.

Improved Force Focus:

Increases your force power DC by a additional +1. Granted at level 6

Master Force Focus:

Increases your force power DC by a additional +2. Granted at level 12.

Jedi Consular Statistics

  • Vitality: 6 per level + CON. Modifiers.
  • Force points: 15 at level 1 and 8 per level-up +WIS and CHA Modifiers.
  • Attack Bonuses: 1 every 2 levels.
  • Fortitude: 2 at level 1, and 1 more per next level.
  • Reflex: 1 ever 3 levels
  • Will: 2 at level 1, and 1 more per next levle.
  • He gets a new feat at levels 1, 3, 6, 9, 12, 15 and 18.
  • He also gets 2 new force powers at levels 1, 5, 9, 13, 17. At every other level, he gets 1 new force power.

Jedi Consular Skills

The Jedi Consular receives 1 + INT. Mod. * 4 skill points at level 1.

He also gets 1 + INT. Mod. / 2 skill points each level-up.

His class skills are Computer Use, Demolitions, Awareness, Persuade

Droids

Droids get a disadvantage on rolls against Ion or electrical damage. They also move 2m slower than other classes. They can't wear armor, instead, they use the parts upgrade system, during the campaign, you might find parts to upgrade your droid, it can increase all sorts of stuff, from skills to basic attributes. There are 3 tiers of droid upgrades, each tier is unlocked at a certain class level. Droids don't need to eat or drink, they also don't need to sleep, instead, they have to recharge batteries for 4 hours each day. They also have a disadvantage on casting charisma checks, and have a disadvantage on will checks. They are immune to certain force powers. Instead of the medpac, they use repair kits to heal.

The Combat Droid

The Combat Droid is a versatile fighter model that is very proficient with ranged weapons.

Quick Combat Droid Build

First set your highest score to dexterity. Next set your second highest to Intelligence. Set your skills based on the needs of the party. Remember that droids can't stealth, heal with treat injury, or use the Persuasion skill, but they can use and upgrade all other skills.

Combat Droid Starting Feats

These are the feats a Combat Droid starts at level 1:

  • Weapon Proficiencies: Pistol, Rifle, Heavy weapons.
  • Combat Logic Upgrade
  • Droid Upgrade Class 1

Combat Droid Free Feats

Tactician Droid Upgrade

+2 to defense. Granted at level 6

Battle Droid Upgrade

Additional +2 to defense. Granted at level 12

Droid upgrade classes

At levels 7 and 13 you unlock the ability to equip new droid parts. At level 7 you can equip Tier 2 Droid upgrades, and at level 13 you can equip Tier 3 droid upgrades.

Combat Droid Statistics

  • Vitality: 12 per level + CON Modifier.
  • Attack bonuses: 1 per level.
  • Fortitude: 2 at level 1, and 1 more per next level.
  • Reflex: 1 every 3 levels.
  • Will: 1 every 3 levels.
  • He receives a new feat at levels 1, 3, 6, 9, 12, 15 and 17.

Combat Droid Skills

The Combat droid receives 1 + INT. Mod. * 4 skill points at level 1.

It also receives 1 + INT. Mod. / 2 skill points at every level-up

It's class skills are Computer Use, Demolitions, Awareness, Repair and Security, it cannot use persuade or treat injury skill.

The Expert Droid

The Expert droid is a non-combat focused droid, that can use a high number of skills.

Quick Expert Droid build

First set your highest score to Intelligence, then set your second highest to either Constitution or Dexterity.

Use your skill points on Repair, security and computer use.

Expert Droid Starting Feats

These are the Feats the Expert Droid Starts with:

  • Weapon Proficiency: Pistols
  • Combat Logic Upgrade (+2 to defense.)
  • Droid Upgrade class 1.

Expert Droid Free Feats

Tactician Droid Upgrade

+2 to defense. Granted at level 6

Battle Droid Upgrade

Additional +2 to defense. Granted at level 12

Droid upgrade classes

At levels 7 and 13 you unlock the ability to equip new droid parts. At level 7 you can equip Tier 2 Droid upgrades, and at level 13 you can equip Tier 3 droid upgrades.

Expert Droid Statistics

  • Vitality: 8 per level + CON Modifier.
  • Attack Bonuses: 0 at level 1, and 1 after every level-up
  • Fortitude: 1 every 3 levels
  • Reflex: 2 every 2 levels.
  • Will: 1 every 3 levels

Expert Droid Skills

The Expert Droid gains 2 + INT Mod. * 4 skill points at level 1.

It also gets 2 + INT Mod. / 2 skill points at each level-up.

It's class skills are Computer Use, Repair and Security, it cannot use Persuade or Treat Injury.

Chapter 3: Skills

The Skills system allows your character to perform certain actions, such as hacking a computer, unlocking a door, healing someone, convincing someone to do something and so on.

There are a total of 8 different skills each one with a different attribute that influences it.

Computer Use

Demolitions

Stealth

Awareness

Persuasion

Repair

Security

Treat Injury

Chapter 4: Feats

Feats affects several different portions of your character, some feats allow you to use special items like heavy armor or implants. Other feats modify saving throws and skill checks during the game. And some feats (POWER ATTACK) are used during combat.

Non-humans and Racial feats

The Star Wars galaxy is filled with alien life, like the exquisite Wookies and intelligent Zabrak. However, most humanoid creatures were indeed very similar, they act, eat and think the same. The player will have to choose either being a simple race, or a more exquisite and rare race. The following are racial feats that are gained when the player chooses to be a more exquisite species.

Wookie Toughness

  • Requires Wookie
  • Character will not be able to wear armor besides headpieces and clothing.

This feat represents the innate toughness that this characracter has developed as a result of his Wookiee heritage and the hard life he has lived as a slave and fugitive. Any damage he suffers is automatically reduced by 1, and he gains an additional +1 vitality points each time he levels up, over and above any Constitution modifier.

Hutt Toughness

  • Requires Hutt
  • Character will not be able to wear armor.

The hutts have tough meat and are very large creatures, meaning they will be much tougher but slower than other creatures.

Your character requires double the amount of food compared to other species.

+2 vitality per level

Movement speed will be 7m (22ft)

Jawa Ingenuity

  • Requires Jawa
  • The character will only be able to wear robes and armor fit to their size.

Jawas are incredibly intelligent species native to Tatooine, however they were reduced to scavenging and stealing, it is said that a jawa can turn scrap into complex pieces of machinery.

Your character requires half the amount of food compared to other species.

+2 to repair

+1 intelligence

Acquiring feats

At level 1 you can choose 1 new feat, some feats have requirements that need to be met in order to acquire them, or they need the previous tier to unlock it. After level 1 you get new feats points from getting new levels. The amount of times you get a new feat point per level up depends on your class. All feats require a single feat point to unlock them, even upgraded versions of the same feats. The following is a list of all feats non-droid characters can have.

Active Feats

On combat, you may choose to use a active feat to give you a edge in combat. You may only choose 1 active feat per turn.

Critical Strike

This feat increases the chance of getting a melee critical hit while lowering your defense on that turn. Critical range while using Critical Strike is 19-20. The amount of defense lost is -5.

Granted to level 1 Scoundrels.

Improved Critical Strike

Requires "Critical Stike", Level 4.

This feat increases the chance of getting a melee critical hit while lowering your defense on that turn. Critical range while using Critical Strike is 18-20. The amount of defense lost is -5.

Replaces Critical Strike.

Master Critical Strike

Requires "Improved Critical Stike", Level 8.

This feat increases the chance of getting a melee critical hit while lowering your defense on that turn. Critical range while using Critical Strike is 17-20. The amount of defense lost is -5.

Replaces Improved Critical Strike.

Flurry

This feat allows a character to make an extra melee attack during the round. This is made with the main hand when wielding a double-bladed weapon or two weapons. This also diminishes your defense that turn by -4.

Granted to level 1 Scouts.

Improved Flurry

Requires "Flurry", Level 4.

This feat allows a character to make an extra melee attack during the round. This is made with the main hand when wielding a double-bladed weapon or two weapons. This also diminishes your defense that turn by -2.

Replaces Flurry.

Master Flurry

Requires "Improved Flurry", Level 8.

This feat allows a character to make an extra melee attack during the round. This is made with the main hand when wielding a double-bladed weapon or two weapons. This also diminishes your defense that turn by -1.

Replaces Improve Flurry.

Power Attack

Gives a damage bonus to your next melee attack, but it has a lower chance to hit. Damage bonus +5, hit chance -3.

Granted to level 1 Soldiers.

Improved Power Attack

Requires "Power Attack", Level 4.

Gives a damage bonus to your next melee attack, but it has a lower chance to hit. Damage bonus +8, hit chance -3.

Replaces Power Attack.

Master Power Attack

Requires "Improved Power Attack", Level 8.

Gives a damage bonus to your next melee attack, but it has a lower chance to hit. Damage bonus +10, hit chance -3.

Replaces Improved Power Attack.

Power blast

Increases the damage of your next ranged attack, but lowers it's chance to hit. Damage bonus +5, hit chance -3.

Granted to level 1 Soldiers.

Imrpoved Power blast

Requires "Power Blast", Level 4.

Increases the damage of your next ranged attack, but lowers it's chance to hit. Damage bonus +8, hit chance -3.

Replaces Power Blast.

Master Power blast

Requires "Improved Power Blast", Level 8.

Increases the damage of your next ranged attack, but lowers it's chance to hit. Damage bonus +10, hit chance -3.

Replaces Improved Power Blast.

Rapid Shot

This feat allows a character to make an extra ranged weapon attack during the round. This is made with the main hand when wielding two blaster pistols. But it decreases your defense by -4.

Granted to a level 1 Scout.

Improved Rapid Shot

Requires "Rapid Shot", Level 4.

This feat allows a character to make an extra ranged weapon attack during the round. This is made with the main hand when wielding two blaster pistols. But it decreases your defense by -2.

Replaces Rapid Shot

Master Rapid Shot

Requires "Improved Rapid Shot", Level 8.

This feat allows a character to make an extra ranged weapon attack during the round. This is made with the main hand when wielding two blaster pistols. But it decreases your defense by -2.

Replaces Rapid Shot

Sniper Shot

When using this feat, your next attack will have a increased critical threat range. Critical range while using Critical Strike is 19-20. The amount of defense lost is -5.

Granted to level 1 Scoundrels.

Improved Sniper Shot

Requires "Sniper Shot", Level 4.

When using this feat, your next attack will have a increased critical threat range. Critical range while using Critical Strike is 18-20. The amount of defense lost is -5.

Replaces Sniper Shot.

Improved Sniper Shot

Requires "Improved Sniper Shot", Level 8.

When using this feat, your next attack will have a increased critical threat range. Critical range while using Critical Strike is 17-20. The amount of defense lost is -5.

Replaces Improved Sniper Shot.

Passive Feats

Armor Proficiency Feats

To equip armor, characters require the armor proficiency for that armor tier. There are three tiers of armor, Light, Medium and Heavy. To acquire Armor Proficiency: Medium feat a character also needs the Armor Proficiency: Light feat. To also acquire the Armor Proficiency: Heavy, a character would need the Armor Proficiency: Medium feat.

Caution

Grants a +1 bonus to both Demolitions and Stealth.

Improved Caution

Requires "Caution", Level 4

Grants a +2 bonus to both Demolitions and Stealth. Replaces the bonus given by "Caution".

Master Caution

Requires "Improved Caution", Level 8

Grants a +3 bonus to both Demolitions and Stealth. Replaces the bonus given by "Improved Caution".

Conditioning

Increases all your saving throws by +1 (Fortitude, Reflex and Will)

Improved Conditioning

Requires "Conditioning", Level 4

Increases all your saving throws by +2, this feat replaces the bonus given by "Conditioning"

Master Conditioning

Requires "Improved Conditioning", Level 8

Increases all your saving throws by +3, this feat replaces the bonus given by "Improved Conditioning."

Dueling

Gives a +1 bonus to defense and attack when characters focus on using single one-handed weapons in battle due to the efficiency of this form of combat. This applies to both ranged and melee weapons, but it does not apply when unarmed or using a stun baton, blaster rifle or heavy weapon.

Improved Dueling

Requires "Dueling", Level 4

Increases the bonus of "Dueling" by +1.

Master Dueling

Requires "Improved Dueling", Level 8

Increases the bonus of "Improved Dueling" by +1.

Empathy

Grants a +1 bonus to Persuade, Awareness and Treat injury.

Improved Empathy

Requires "Empathy", Level 4

Grants a +2 bonus to Persuade, Awareness and Treat injury. This feat replaces the bonus given by "Empathy".

Master Empathy

Requires "Improved Empathy", Level 8

Grants a +3 bonus to Persuade, Awareness and Treat Injury. This feat replaces the bonus given by "Improved Empathy".

Finesse: Melee Weapons

If your dexterity modifier is higher than your strength modifier, you will use your dexterity modifier when attacking a target with a melee weapon.

Gear Head

Grants a +1 bonus to Repair, Security and Computer use.

Improved Gear Head

Requires "Gear Head", Level 4

Grants a +2 bonus to Repair, Security and Computer Use. This bonus replaces the bonus from the "Gear Head" Feat.

Master Gear Head

Requires "Improved Gear head", Level 8

Grants a +3 bonus to Repair, Security and Computer Use. This bonus replaces the bonus from the " Improved Gear Head" Feat.

Implants 1

This feat allows use of cybernetic implants, which can be purchased throughout the galaxy and have a variety of effects (modifying attack rolls, attribute scores, etc.). Only one implant may be used at a time.

Implants 2

Requires "Implants 1", level 4

This feat allows the use of level 2 cybernetic implants.

Implants 3

Requires "Implants 2", level 8

This feat allows the use of level 3 cybernetic implants.

Toughness

This feat gives the player a +1 point of vitality each time they level up

Improved Toughness

Requires "Toughness" Level 4

This feat diminishes all damage you take by -2.

Master Toughness

Requires "Improved Toughness", Level 8

This feat gives the character a additional +1 point of vitality on each level-up

Two-weapon fighting

This feat reduces the attack penalty of a character wielding a double-bladed weapon or two weapons (one in each hand). The normal penalties of -6 (main hand) / -10 (off hand) are reduced to -6 / -6.

Use of a "balanced" weapon in the off hand can further reduce the attack penalty by 2/0, resulting in 0 main hand penalty when mastered.

Improved Two-weapon fighting

Requires "Two-weapon fighting", level 4

This feat further reduces the penalty of a attack with a double-bladed weapon or to weapons to -4 / -4.

Master Two-weapon fighting

Requires "Improved Two-weapon fighting", level 8

This feat further reduces the penalty of a attack with a double-bladed weapon or to weapons to -2 / -2.

Weapon Proficiencies

These feats give a character basic training in the use each weapon type. Otherwise, a character cannot equip them.

Only Jedi can use lightsabers, droids cannot use melee weapons and Expert Droids can only use blaster pistols, but otherwise any class can select a Weapon Proficiency they weren't granted. This feat can be bought multiple times, until you are proficient with all available weapon types.

There are 5 different weapon types you can have a proficiency with:

  • Pistols
  • Rifles
  • Heavy Weapons
  • Melee Weapons
  • Lightsabers.

Weapon Focuses

Gives a +1 attack bonus to one weapon type. This feat can be bought multiple times, until you are focused with all available weapon types. Requires the corresponding weapon proficiency.

It can be either one of those:

  • Pistols
  • Rifles
  • Heavy Weapons
  • Melee Weapons
  • Lightsabers

Jedi Feats

These feats will be acquired automatically when certain Jedi Classes reach certain levels, it cannot be obtained otherwise.

Finesse: Lightsabers

If your dexterity modifier is higher than your strength modifier, you will use your dexterity modifier when attacking a target with a lightsaber.

Force Focus

Adds a +1 to the difficulty check on your Force Powers. Granted at level 1 Jedi Consular.

Improved Force Focus

Adds a additional +1 to the difficulty check on your Force Powers. Granted at level 6 Jedi Consular

Master Force Focus

Adds a additional +2 to the difficulty check on your Force Powers. Granted at level 12 Jedi Consular

Force immunity: Fear

Grants immunity to the following effects:

  • Fear
  • Horror
  • Insanity
  • Plasma Grenades
  • On-hit: Horror

Granted to a level 1 Jedi Sentinel

Force immunity: Stun

Grants immunity to the following effects:

  • Force push
  • Force wave
  • Stun
  • Critical Strikes
  • Sniper Shots
  • Concussion Grenades
  • Flash Mines
  • On Hit: Stun

Granted to a level 6 Jedi Sentinel

Force immunity: Paralysis

Grants immunity to the following effects:

  • Stasis (field)
  • CyroBan Grenades
  • On Hit: Paralyze

Granted to level 12 Jedi Sentinel

Force Jump

As a action you can jump to a enemy that is at least 10m away from you.

Requires a equiped lightasaber.

This feat is granted to a level 1 Jedi Guardian.

Improved Force Jump

As a action you can jump to a enemy that is at least 10m away from you.

Requires a equipped lightsaber.

Every attack done in the first round after Improved Force Jump will do +2 damage. This bonus damage is multiplied by a critical hit.

This feat is granted to a level 6 Jedi Guardian.

Master Force Jump

As a action you can jump to a enemy that is at least 10m away from you.

Requires a equiped lightasaber.

Every attack done in the first round after Master Force Jump will do +4 damage. This bonus damage is multiplied by a critical hit.

This feat is granted to a level 12 Jedi Guardian.

Jedi Defense

This feat allows a character with an equipped lightsaber to deflect blaster bolts at normal conditions. Once it is used, it has a 1 turn cooldown.

When a character is fired upon, an opposed roll is made against the attack.

If the result is greater than the attack roll, the blaster bolt is deflected. If the attack is beaten by 10 or more, the bolt is deflected back at the enemy.

The opposed roll is only made if a character is fired upon from within the 180° arc in front of that character, a lightsaber is equipped in the main or off hand and the character isn't debilitated.

This bonus is granted to all Jedi classes at level 1.

Advanced Jedi Defense

Adds a +3 bonus to the "Jedi Defense" feat.

Master Jedi Defense

Adds a +3 bonus to the "Jedi Defense" feat. Stacks with "Advanced Jedi Defense".

Jedi Sense

The Jedi develops a connection to the Force that allows them to better sense incoming attacks, giving them a +2 defense bonus.

This feat is always active.

Granted to any level 1 Jedi.

Knight Sense

The Jedi develops a connection to the Force that allows them to better sense incoming attacks, giving them a +4 defense bonus.

This feat is always active.

Granted to any level 6 Jedi.

Master Sense

The Jedi develops a connection to the Force that allows them to better sense incoming attacks, giving them a +6 defense bonus.

This feat replaces the "Knight sense" Feat.

This feat is always active.

Granted to any level 12 Jedi.

Droid Feats

Droids do not have the same feats as everyone else, the following are the list of feats droids can get.

Blaster Pistol Proficiency and focus.

Both droid classes can get this feat.

Blaster Rifle Proficiency and focus.

Only the Combat Droid can get this feat.

Two Weapon Fighting

Both droid classes can get this feat.

Gearhead and its upgrades

Both droid classes can get this feat.

Caution and its upgrades

Both droid classes can get this feat.

Toughness and its upgrades

Both droid classes can get this feat.

Droid upgrade classes

At levels 1, 7 and 13 you unlock the ability to equip new droid parts. At level 1 you can equip Tier 1 Parts, At level 7 you can equip Tier 2 Droid upgrades, and at level 13 you can equip Tier 3 droid upgrades. You cannot equip droid upgrade parts any other way.

Droid logic Upgrade

Granted at levels 1, 6 and 12. Gives +2, +4 and +6 defense bonuses at levels 1, 6 and 12.

Chapter 5: Equipment

Wealth and Credits

In the original KOTOR, the main story goes through mostly republic controlled planets. In those planets every person used the galactic standard republic credit. Even the Sith used the standard credits, however, not all planets were part of the Republic or Sith and so, several different cultures use their own currencies. Work with your DM to make sure you are using the appropriate currency for that sector of the Star Wars Galaxy.

Wealth Generation:

Every class starts with a different amount of standard republic credits. Droids do not start with credits.

  • Soldier: 3d4x100
  • Scoundrel: 3d4x150
  • Scout: 3d4x125
  • Jedi Classes: 3d4x75

Weapons, Armor and Other

Starting equipment per class.

Each class starts with different weapons and armor

Soldier:

(a) Blaster Rifle or (b) Short Sword;

(a) a Medpac or (b) Adrenal: Stamina;

A set of clothing.

Scoundrel

(a) Blaster pistol or (b) Short Sword;

(a) a computer spike or (b) a security spike;

One medpac;

A set of clothing.

Scout

(a) Blaster pistol or (b) Short Sword;

(a) Adrenal Alacracity or (b) a medpack;

A set of clothing;

A cardio Package.

Jedi Classes

(a) a Adrenal Strength or (b) a medpac;

A short sword;

A set of jedi robes.

Combat Droid

(a) a Blaster Rifle or (b) a Blaster Pistol;

A repair pack.

Expert Droid

A Blaster Pistol;

A repair pack.

Starting weapons stats

Blaster Rifle:

  • Damage: Energy, 1-8 (1d8)
  • Range: 28m
  • Critical Threat: 19-20,x2

Blaster Pistol:

  • Damage: Energy, 1-6 (1d6)
  • Range: 23m
  • Critical Threat: 20-20,x2

Short Sword:

  • Damage: Physical (piercing), 1-6 (1d6)
  • Critical Threat: 20-20,x2
  • Balanced: +2/+0 vs. two-weapon penalty if used in the off-hand

Medpacs, Adrenals and other utility items.

Medpacs:

  • Restores 10 vitality + 1x of treat injury skill + Wisdom modifier
  • Single Use

Adrenals

  • +4 bonus to the attribute related to that specific adrenal
  • Duration 6 turns
  • Single Use

Computer Spikes

  • Used with the Computer Use skill
  • Single Use

Security Spike

  • Used with the Security Skill
  • Single Use

Cardio Package

  • Gives the user +1 constitution
  • Levl 1 Implant

Repair pack

  • Heals 15 vitality points + 1x of Repair skill + Intelligence modifier
  • Single Use

Chapter 6: Force Powers.

Aquiring force powers

At level 1, all jedi classes gain 2 force powers,

Jedi Sentinel and Jedi Guardian gain 1 new force power per level.

Jedi Consulars get a extra force power at levels 5, 9, 13, 17.

Force Points

Force points represents a character's connection to the Force. Each Force power subtracts a Force point cost from the total when used. If the character does not have enough Force points left to cover the cost of a power, the power can't be used. Force points regenerate with a long or short rest. The following are increased depending on your wisdom or charisma (A Jedi guardian would gain +4 + WIS + CHA.)

Jedi Guardians gain +4 force points every level.

Jedi Sentinels gain +6 force points every level.

Jedi Consulars gain +8 force points every level.

Armor Restrictions

Wearing armor restricts certain force powers from being used.

Light and Dark

The cost of light and dark force powers depends on the character's alignment. The more dark-sided he is, the more points he has to spend on light-sided force powers, and vice-versa. The following is the exact changes in force points cost for each force power.

Light-sided powers that cost base 25 Force Points.
Alignment level 0: 44 force points.
Alignment level 1: 38 force points.
Alignment level 2: 38 force points.
Alignment level 3: 31 force points.
Alignment level 4: 31 force points.
Alignment level 5: 25 force points.
Alignment level 6: 22 force points.
Alignment level 7: 21 force points.
Alignment level 8: 20 force points.
Alignment level 9: 17 force points.
Alignment level 10: 13 force points.
Light-sided powers that cost base 20 Force points.
Alignment level 0: 35 force points.
Alignment level 1: 30 force points.
Alignment level 2: 30 force points.
Alignment level 3: 25 force points.
Alignment level 4: 25 force points.
Alignment level 5: 20 force points.
Alignment level 6: 18 force points.
Alignment level 7: 17 force points.
Alignment level 8: 16 force points.
Alignment level 9: 14 force points.
Alignment level 10: 10 force points.
Dark-sided Powers that cost base 20 Force Points.
Alignment level 0: 10 force points.
Alignment level 1: 14 force points.
Alignment level 2: 16 force points.
Alignment level 3: 17 force points.
Alignment level 4: 18 force points.
Alignment level 5: 20 force points.
Alignment level 6: 25 force points.
Alignment level 7: 25 force points.
Alignment level 8: 30 force points.
Alignment level 9: 30 force points.
Alignment level 10: 35 force points.
Light-sided Powers that cost base 15 Force points
Alignment level 0: 26 force points.
Alignment level 1: 23 force points.
Alignment level 2: 23 force points.
Alignment level 3: 19 force points.
Alignment level 4: 19 force points.
Alignment level 5: 15 force points.
Alignment level 6: 13 force points.
Alignment level 7: 13 force points.
Alignment level 8: 12 force points.
Alignment level 9: 10 force points.
Alignment level 10: 9 force points.
Dark-sided Powers that cost base 15 Force Points.
Alignment level 0: 8 force points.
Alignment level 1: 10 force points.
Alignment level 2: 12 force points.
Alignment level 3: 13 force points.
Alignment level 4: 13 force points.
Alignment level 5: 15 force points.
Alignment level 6: 19 force points.
Alignment level 7: 19 force points.
Alignment level 8: 23 force points.
Alignment level 9: 23 force points.
Alignment level 10: 26 force points.
Light-sided Powers that cost base 10 Force Points.
Alignment level 0: 18 force points.
Alignment level 1: 15 force points.
Alignment level 2: 15 force points.
Alignment level 3: 13 force points.
Alignment level 4: 13 force points.
Alignment level 5: 10 force points.
Alignment level 6: 9 force points.
Alignment level 7: 9 force points.
Alignment level 8: 8 force points.
Alignment level 9: 7 force points.
Alignment level 10: 5 force points.
Dark-sided Powers that cost base 10 Force Points.
Alignment level 0: 5 force points.
Alignment level 1: 7 force points.
Alignment level 2: 8 force points.
Alignment level 3: 9 force points.
Alignment level 4: 9 force points.
Alignment level 5: 10 force points.
Alignment level 6: 13 force points.
Alignment level 7: 13 force points.
Alignment level 8: 15 force points.
Alignment level 9: 15 force points.
Alignment level 10: 18 force points.

Light Force powers

The following is a list of all light-sided force powers.

Cure
  • Prerequisites: Level 6
  • Cost: 25 Force Points

Heals 5 + CHA + WIS + Level points of vitality. Can be used on allies, but cannot be used on droids.

Heal
  • Prerequisites: Level 12, Cure.
  • Cost: 25 Force Points

Heals 10 + CHA + WIS + Level points of vitality. Can be used on allies, but cannot be used on droids.

Neutralizes poison.

Force Aura
  • Prerequisites: Level 1 Jedi
  • Cost: 15 force points
  • Restricted by armor

When cast, gives a +2 to defense and all saving throws to yourself or a ally. Lasts 4 turns.

Force Shield
  • Prerequisites: Level 6 Jedi, Force Aura.
  • Cost: 15 force points
  • Restricted by armor

When cast, gives a +4 to defense and all saving throws to yourself or a ally. Replaces "Force Aura". Lasts 4 turns.

Force Armor
  • Prerequisites: Level 12 Jedi, Force Shield.
  • Restricted by armor
  • Cost: 15 force points

When cast, gives a +6 to defense and all saving throws to yourself or a ally. Replaces "Force Shield". Lasts 6 turns.

Force Valor
  • Prerequisites: Level 1 Jedi
  • Restricted by armor
  • Cost: 20 force points

When this power is activated all attributes and saving throws are increased by +2. Lasts 6 turns.

Knight Valor
  • Prerequisites: Level 9 Jedi, Force Valor.
  • Restricted by armor
  • Cost: 20 force points

When this power is activated all attributes and saving throws are increased by +3. Lasts 6 turns. Grants immunity to poison for its duration. Replaces "Force Valor".

Master Valor
  • Prerequisites: Level 15 Jedi, Knight Valor.
  • Restricted by armor
  • Cost: 20 force points

When this power is activated all attributes and saving throws are increased by +4. Lasts 8 turns. Grants immunity to poison for its duration. Replaces "Knight Valor".

Stun
  • Prerequisites: Level 1 Jedi
  • Cost: 20 force points

Attempts to stun a enemy for 3 turns. Base DC 5 + Level + WIS + CHA. If the target succeeds the will check he is not stunned.

Stasis
  • Prerequisites: Level 9 Jedi, Stun.
  • Cost: 20 force points

Attempts to stun enemy for 4 turns. Base DC 5 + Level + WIS + CHA. If the target succeeds the will check he is not stunned. Replaces "Stun".

Stasis Field
  • Prerequisites: Level 15 Jedi, Stasis.
  • Cost: 20 force points

Attempts to stun an enemy and all enemies surrounding it for 4 turns. DC 5 + attacker level + WIS + CHA Modifier. If the target succeeds the will check he is not stunned.

Replaces "Stasis"

Stun Droid
  • Prerequisites: Level 1 Jedi
  • Cost: 10 force points
  • Damage: Electrical

Targets a droid dealing damage equal to the attackers level. The target makes a fortitude check, DC 5 + attacker level + WIS + CHA modifiers, if it succeeds it takes half damage.

Disable Droid
  • Prerequisites: Level 6 Jedi, Stun Droid.
  • Cost: 10 force points
  • Damage: Electrical

Targets a droid dealing damage equal to the attackers level. The target makes a fortitude check, DC 5 + attacker level + WIS + CHA modifiers, if it succeeds it takes half damage. If fails it is stunned by 3 turns.

Destroy Droid
  • Prerequisites: Level 12 Jedi, Disable Droid.
  • Cost: 10 force points
  • Damage: Electrical

Targets a droid dealing damage equal to the attackers level + 1d6. All the other droids next to it take the same damage. The target makes a fortitude check, DC 5 + attacker level + WIS + CHA modifiers, if it succeeds it takes half damage. All the droids must make a fortitude check

Universal Powers

The following is a list of all universal powers.

Affect Mind
  • Prerequisites: Level 1 Jedi.
  • Cost: 10 Force points

When you try to persuade someone, you can try to increase the persuasion check by +5. You can also try to persuade only with the Affect Mind power. The DC to resist affect mind is 3 + WIS + CHA modifiers + Persuade. This feat doesn't affect droids.

Dominate mind
  • Prerequisites: Level 6 Jedi, Affect mind
  • Cost: 10 Force points

When you try to persuade someone, you can try to increase the persuasion check by +5. You can also try to persuade only with the Affect Mind power. The DC to resist affect mind is 6 + WIS + CHA modifiers + Persuade. This feat doesn't affect droids.

Replaces Affect Mind.

Burst of Speed
  • Prerequisites: Level 1 Jedi
  • Cost: 20
  • Restricted by armor

During 3 turns, your movement speed is doubled. Also gains a +2 to defense during this duration.

Knight Speed
  • Prerequisites: Level 6 Jedi, Burst of Speed
  • Cost: 20
  • Restricted by armor

During 3 turns, your movement speed is doubled. Also gains a +4 defense during this duration.

Replaces Burst of Speed

Master Speed
  • Prerequisites: Level 15 Jedi, Knight Speed
  • Cost: 20
  • Restricted by armor

During 5 turns. your movement speed is doubled, also gains a +6 defense during this duration.

Replaces Knight Speed.

Energy Resistance
  • Prerequisites: Level 1 Jedi
  • Cost: 10 Force points.

When activated, this force power protects the first 10 points of sonic, fire, cold and electrical damage. Lasts 6 turns or 120 seconds when used out of combat.

Improved Energy Resistance
  • Prerequisites: Level 9 Jedi, Energy Resistance
  • Targets entire Party
  • Cost: 10 Force points.

Grants immunity to poison, but does NOT neutralize poison.

When activated, this force power protects the first 13 points of sonic, fire, cold and electrical damage. Lasts 6 turns or 120 seconds when used out of combat.

Force Push
  • Prerequisites: Level 1 Jedi
  • Cost: 10 Force points.

Pushes a target back 5 meters, the target must succed a fortitude check DC 5 + attacker level + attacker WIS + attacker CHA modifiers, otherwise the target will be stunned for 2 turns. He also takes damage (Bludgeoning) equal to the attackers level.

Force Whirlwind
  • Prerequisites: Level 9 Jedi, Force push.
  • Cost: 10 Force points.

Force Whirlwind encircles the target victim in a small maelstrom of air and dust, inflicting damage and rendering them unable to take any action. A successful Reflex save negates the damage and immobilizing effects altogether. Damage: 1/3 of attacker level every turn. Duration: 5 turns.

DC: 5 + attacker level + attacker WIS and CHA modifiers.

Force Wave
  • Prerequisites: Level 15 Jedi, Force Whirlwind.
  • Cost: 10 Force points.

Force Wave creates a telekinetic explosion around the Jedi. All enemies within 15 meters are thrown 5 meters, fall to the ground and are stunned, and take damage. A successful Reflex save means an enemy is not stunned, but still suffers half damage (and is thrown 5 meters)

Damage: 1.5 * the attackers level.

Duration 2 turns.

Force Resistance
  • Prerequisites: Level 9 Jedi
  • Cost: 20 Force points.
  • Restricted by armor.

This power offers some protection from direct Force power attacks of Jedi opponents, possibly negating their effects. The attacking Jedi makes an opposed roll versus the defender. If the attacker's result is greater (or equal), the attack succeeds. If the defender's total is greater, the attack has no effect. This effect lasts for 6 turns.

Difficulty Class: 10 + Defender level.

Force Immuninity
  • Prerequisites: Level 15 Jedi, Force Resistance

  • Cost: 20 Force Points.

  • Restricted by armor.

This power offers some protection from direct Force power attacks of Jedi opponents, possibly negating their effects. The attacking Jedi makes an opposed roll versus the defender. If the attacker's result is greater (or equal), the attack succeeds. If the defender's total is greater, the attack has no effect. This effect lasts for 6 seconds.

Difficulty Class: 15 + Defender level.

Replaces Force Resistance.

Force Suppression
  • Prerequisites: Level 9 Jedi
  • Cost: 25 Force points.
  • Restricted by armor.

This ability will cancel Force powers active on the target. These powers are instantly cancelled, but the target can reactivate them if Force points are available. The following is a list of force powers that can be canceled with Force suppression:

  • Force aura and shield
  • Force Valor and Knight Valor
  • Burst of Speed and Knight Speed
  • Energy Resistance
  • Force Resistance
Force Breach
  • Prerequisitas: Level 15 Jedi
  • Cost: 25 force points.

Like force suppression, this ability cancels force powers that are active on a target, but, the target can still reactivate them if he has enough force points. The Following is the force powers that can be cancelled with Force Breach.

  • Force Armor
  • Master Valor
  • Master Speed
  • Improved Energy Resistance
  • Force Immunity.
  • the abilites force suppression cancels.

This power replaces Force Suppression.

Throw Lightsaber
  • Prerequisites: Level 1 Jedi, Lightsaber.
  • Cost: 20 Force points

Throws lightsaber at a target doing a 1d6 damage + attacker level. The target must be at least 5 meters away, at the end of the round the lightsaber returns to the attacker.

Dark Side Powers

Drain Life
  • Prerequisites: Level 9 Jedi
  • Cost: 20 Force points.
  • Restricted by armor.

This power allows the Jedi to drain the life of others to heal him or herself. A successful Fortitude save reduces damage by half. This power does not affect droids.

Damage: 1d4

Difficulty Class: 5 + attacker level + attacker WIS and CHA modifiers.

Death Field
  • Prerequisites: Level 15 Jedi
  • Cost: 20 Force Points
  • Restricted by armor.
  • Target enemies within 10 meters of target

This power allows the Jedi to drain the life of a target and all the other enemies within 10 meters of the target, while healing himself for 1d4 + attacker level + attacker WIS and CHA modifiers.

Replaces Drain Life.

Fear
  • Prerequisites: Level 1 Jedi
  • Cost: 10 Force points.

This power causes enemies to cower in fear of the attacking Jedi unless they make a Will save. It does not affect droids. It lasts 4 turns. The DC of this attack is 5 + attacker level + attacker Wisdom and Charisma modifiers.

Frightened targets have disadvantage on attack checks against the attacker who frightened him and can't move any closer to the source of the fear.

This power can also be negated by Force Immunity: Fear, or Immunity: Mind-Affecting.

Horror
  • Prerequisites: Level 6 Jedi, Fear.
  • Cost: 10 Force points.

This power causes all enemies within a area of 5 meters to be frightened, unless they succed a will save. It does not affect droids. It lasts 6 turns. The DC of this attack is 5 + attacker level + attacker Wisdom and Charisma modifiers.

This power can be negated by Force Immunity: Fear, or Immunity: Mind-Affecting.

Replaces Fear.

Insanity
  • Prerequisites: Level 12 Jedi, Horror.
  • Cost: 10 Force points.

This power causes all enemies within a area of 10 meters to be frightened, unless they succed a will save. It does not affect droids. It lasts 8 turns. The DC of this attack is 5 + attacker level + attacker Wisdom and Charisma modifiers.

This power can be negated by Force Immunity: Fear, or Immunity: Mind-Affecting.

Replaces Horror.

Shock

  • Prerequisites: Level 1 Jedi.
  • Cost 20 Force points.

Targets a single enemy, dealing 1d6 damage (electrical), increasing by 1d6 every two levels (Maximum at level 20, 10d6). However the enemy may do a Fortitude check to take half damage. DC 5 + attacker level + attacker Wisdom and Charisma modifiers.

Force Lighting

  • Prerequisites: Level 9 Jedi, Shock.
  • Cost 20 Force points.

Targets a single enemy, dealing 1d6 damage (electrical) to him and every enemy within 5m surrounding him. The damage increases by 1d6 every two levels (Maximum at level 20, 10d6). However the enemy may do a Fortitude check to take half damage. DC 5 + attacker level + attacker Wisdom and Charisma modifiers.

Replaces Shock

Force Storm

  • Prerequisites: Level 15 Jedi, Force Lighting.
  • Cost 20 Force points.

Targets a single enemy, dealing 1d6 damage (electrical) to him and every enemy within 15m surrounding him. The damage increases by 1d6 every two levels (Maximum at level 20, 10d6). However the enemy may do a Fortitude check to take half damage. DC 5 + attacker level + attacker Wisdom and Charisma modifiers.

Replaces Force Lighting

Slow

  • Prerequisites: Level 1 Jedi
  • Cost: 15 Force points.

Slow clouds the mind, making a target's actions unusually sluggish. A successful save negates this effect. DC 5 + level + WIS + CHA.

If the target fails the Will check, it receives the following debuffs:

  • -2 Defense.
  • Disadvantage on Reflex saves.
  • Disadvantage on Attack rolls.

Affliction

  • Prerequisites: Level 6 Jedi, Slow.
  • Cost: 15 Force points.

Affliction causes a target to suffer as though poisoned, temporarily decreasing the target attributes by 1 every turn. Lasts 5 turns. The effects can be negated through a fortitude save. DC 20.

Replaces Slow.

Plague

  • Prerequisites: Level 12 Jedi, Affliction.
  • Cost: 15 Force points.
  • Restricted by armor.

Plague causes a target to suffer as though deathly ill from poison, temporarily decreasing the target attributes by 1 every turn. Lasts 10 turns. The effects can be negated through a fortitude save. DC 100.

Replaces Affliction.

Wound

  • Prerequisites: Level 1 Jedi.
  • Cost: 20 Force points.

Wound triggers spasms in the victim's lungs, causing great pain and inflicting 1/2 attacker level in damage every turn for the duration (2 turns). It deals 1 damage per turn at level 1. A successful Fortitude save results in no effect. This power does not affect droids. DC 5 + attacker level + attacker Wisdom and Charisma modifiers.

Choke

  • Prerequisites: Level 9 Jedi, Wound.
  • Cost: 20 force points.

Choke constricts the throat of a target at range, stunning and inflicting 1/2 attacker level in damage every turn for the duration (3 turns). The target also suffers a temporary (6 turns) -4 penalty to Constitution, Dexterity and Strength. A successful Fortitude save results in no effect. This power does not affect droids. DC 5 + attacker level + attacker Wisdom and Charisma modifiers.

Replaces Wound.

Kill

  • Prerequisites: Level 12 Jedi, Choke
  • Cost 20 Force Points
  • Restricted by armor.

Kill allows the Jedi to exterminate an enemy at range with a single thought, causing the target to choke for 6 seconds and inflicting damage equal to (close to) half the target's maximum Vitality points. If the target makes a Fortitude save they are not choked, but instead suffer damage equal to attacker level. This power does not affect droids. DC 5 + attacker level + attacker Wisdom and Charisma modifiers.

Replaces Choke.

Chapter 7: Characteristics.

Fortitude, Reflex and Will.

Sometimes, when you get attacked you will be prompted a option of doing a save, it can be either Fortitude, Reflex or Will. Failing that save causes the enemy attack to succeed. For example:

A sith lord casts Fear on your Jedi Knight, he has to succeed a will check otherwise he will be frightened, or, in another example, you are fighting in the lower cities of Nar Shaddaa, when the floor below you begins to explode, you will need to suceed a Reflex save in order to take half the damage of the explosion.

  • Fortitude is based around your CON modifier. The more CON you have, the more fortitude you have.
  • Reflex is based on your DEX modifier.
  • Will is based on your WIS modifier.
  • Certain items can increase your Fortitude, reflex or will.

Alignment

Alignment determines how Dark-sided or how Light-sided your character is, ranging from 0 to 100, 0 being the most dark-sided and 100 being the most light-sided.

Every character starts with 50 alignment score.

A single dark side point diminishes your alignment score by 1, and can be obtained by performing dark side actions during the campaign. Being a ruthless bounty hunter, or torturing people for information gives dark side points. In the other side, saving peoples life and selfless sacrifices grant light side points.

A dark-sided character may spend less force points when using dark side force powers, but the same character will spend more points on light-sided powers, and vice-versa.

A detailed page of dark and light side force powers is on page 14.

Alignment Levels
  • Alignment level 0: 0-9 Alignment Points
  • Alignment level 1: 10-19 Alignment Points
  • Alignment level 2: 20-29 Alignment Points
  • Alignment level 3: 30-39 Alignment Points
  • Alignment level 4: 40-49 Alignment Points
  • Alignment level 5: 50-59 Alignment Points
  • Alignment level 6: 60-69 Alignment Points
  • Alignment level 7: 70-79 Alignment Points
  • Alignment level 8: 80-89 Alignment Points
  • Alignment level 9: 90-99 Alignment points
  • Alignment level 10: 100 Alignment Points

Names, genders and other customization options

Names

Star Wars is a fantastic galaxy, and the humans inhabiting it have several different names, but don't feel forced to make a character with a realistic name, instead feel free to put any name you wish, just remember that the people on the table will call you by your character name.

Genders

In the Star Wars galaxy, usualy people tend to identify as their born gender, but feel free to do anything you like, just remember that in the lore, gender change is really uncommon. Besides that genders have no effect on your characters stats or abilites. We yearn for true gender equality.

Optional rule: Age matters

Despite technological advancements, humans in Star Wars live about equal lives than our universe humans. The following is a list of the effects of age on a human character:

  • Maturity (35 years) STR, DEX, CON -1, WIS, INT, CHA +1
  • Midlife (50 years) STR, DEX, CON -2, WIS, INT, CHA +2
  • Old (70 years) STR, DEX, CON -3, WIS, INT, CHA +3
  • Max age: 70 + 2d20 equals your maximum age.

Hutt age:

  • Maturity (400 years) STR, DEX, CON -1, WIS, INT, CHA +1
  • Midlife (650 years) STR, DEX, CON -2, WIS, INT, CHA +2
  • Old (900 years) STR, DEX, CON -3, WIS, INT, CHA +3
  • Max age: 950 + 3d20 equals your maximum age.

Background

Your background doesn't matter as much as in traditional D&D 5e, but you always come from a place, and end up in another. Here is a example of short backstory that you can use.

  • Jonas grew in peace on his apartment on Coruscant, his parents where part of the military, so when he turned 18 he enlisted in the Repubilc Military, when the time came, he fought for the republic with all his strength. After the war, the atrocities he witnessed changed his views of the Republic, and so he became a mercenary, working for whomever pays.

Languages

Throughout the galaxy, different cultures may have different languages to communicate, and so, you must learn, or not, the language of those species before interacting with them. The following are some of the important languages in the galaxy, and their native speakers:

  • Basic: The majority of the galactic community.
  • Huttese: Hutts and their thugs.
  • Binary: Droids
  • Shyriiwook: Wookies
  • Ryl: Twi'leks
  • Zabrak: Zabraks
  • Mando'a: Mandalorians
  • Duros: Duros
  • Togruti: Togrutas
  • Jawa Trade Language: Jawas
  • Cathar: Cathar

Dead languages:

  • Sith: The ancient sith
  • Rakatan: The ancient rakatans

Chapter 8: Combat

Attacking

Initiative

At the start of combat, everyone who is participating in it has to roll a initiative roll, your initiatives is equal to your DEX modifier. A d20 is used for initiative, whoever has the highest roll starts to attack first. Note that Nat 20s will always be at the top, also if two people get the same number, the one with higher dexterity attacks first.

Attack roll and defense rating

When it is your turn to attack, you must do a d20 attack roll, you gain bonuses to attack depending on your DEX (for ranged weapons) and STR (for melee weapons). Then the DM sees if your attack roll is higher than the target's Defense Rating, if it is higher than it's defense rating, the attack succeeds and you may roll for damage. If it is equal or lower, the attack either misses, or hits, but is not enough to penetrate the target's armor.

The base defense rating is 12.

Damage

If your attack succeeds (or critically fails) you roll for damage. The dice used depends on your equipped weapon and your feats.

Melee weapons gain bonus damage with higher STR modifiers.

After you roll for damage, that damage is applied to the target then the turn ends.

Criticals

If your attack rolls a Natural 1 or Natural 20 a critical happens. If it is a Nat 20, the damage will be doubled. if it is a Natural 1, a undesirable side effect happens, you may accidentally shoot your foot or cut off your arms, or maybe you hit a can of gas and the room explodes, it all depends on the situation, and what the DM chooses.

Movement

Every Player has the base movement of 9m (30ft). Certain powers and weapons may diminish or enhance your movement.

Vitality

Vitality measures how much damage you can take before dying. And so, a high vitality is vital for any character, but even more so for frontline warriors, like Soldiers and Jedi Guardians. You can increase it by leveling up, and by having a high constitution modifier.

Death

If your character runs out of vitality points, he will go unconscious, if all characters go unconscious, they will die, unlike D&D 5e, there are no death saves, so you have to choose your options carefully, and plan out your every move.

If a character gets double the amount of his vitality points worth of damage, he will instantly die. (A 8 HP Expert Droid, will be destroyed if he takes 16 damage in one attack.)

Actions

Your character may do 1 action and 1 movement action per turn. Attacking, leaping, throwing grenades, using a Active Feat or a Force power are Actions, moving is considered a movement action. You can also run, moving twice your normal speed, but not being able to do a action.

Chapter 9: Leveling and multiclassing

In order to increase your level, you must gain experience points, that can be achieved by defeating enemies, slicing doors, or by succeeding a persuasion check.

The following is the amount of EXP needed to level up.

  • Level 1: 0
  • Level 2: 1000
  • Level 3: 3000
  • Level 4: 6000
  • Level 5: 10000
  • Level 6: 15000
  • Level 7: 21000
  • Level 8: 28000
  • Level 9: 36000
  • Level 10: 45000
  • Level 11: 55000
  • Level 12: 66000
  • Level 13: 78000
  • Level 14: 91000
  • Level 15: 105000
  • Level 16: 120000
  • Level 17: 136000
  • Level 18: 153000
  • Level 19: 171000
  • Level 20: 190000

EXP doesn't disappear when a new level is achieved, it stacks until you reach level 20.

Every 4 levels each class gain a new attribute point, which they can spend on any attribute to a maximum of 20.

Instead of gaining a new attribute point, you can choose to multiclass in a different class. However, some classes requires a minimum in a certain attribute:

  • Soldier: CON 13
  • Scout: DEX 13
  • Scoundrel: INT 13
  • Jedi Guardian: STR 13
  • Jedi Sentinel: WIS 13
  • Jedi Consular: CHA 13

Your health points per level will be a medium between the two. For example, a soldier gains 10 Vitality per level, while a Scout gains 8 Vitality per level, so a multiclassed Soldier-Scout would gain 9 Vitality per level. You also gain a medium between both classes Force points. You gain both class skills, but only feats from 1 class. Once you level-up again, you can choose which class you will level-up, but be mindful, your character max elevel is still 20. For example a Soldier 15 / Scout 5 is already maximum character level, which means he can't level up any further.

 

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