Welcome one and all to Star Wars: Requiem, the central game within this split timeline. This thread will serve as a repository and archive for the character sheets of all player characters and certain NPCs. This initial post will also serve as a guide for creating these character sheets, as we will be playing in a different system than what you would typically find in places such as the Final Sith Order or New Galactic Empire Facebook groups.
I would like to thank @Darth Dreadwar, @Volshe, @corinthia, @Drakul_Xarxes, @Darth Sedicious, and @Jen’nu for their contributions to the Force Powers lists we will be using in this game and future games within this timeline.
RANKS AND LEVELS
Since the second installment of the Prelude to Requiem games, we have operated under the True Sith Trials style 50-level system. We did it in Judgment Day, and we will do so here. There will be some stark differences from what he had in the Prelude Trilogy, however. For our most striking change, we will be introducing Power Slots. Taken from popular games like Dungeons & Dragons and Baldur’s Gate, certain powers and abilities will take up slots that can be replenished with either short rests (1-7 in-game hours) or long rests (8+ in-game hours). Expending all of your slots will leave you far more vulnerable if your character refuses to rest, as many of their powers will become unavailable until they do so.
There will be two separate lists for Sith and Jedi powers, classes, etc. If your character is not technically a Jedi or Sith, simply choose from the Sith list if your character is more dark-side aligned or the Jedi list if your character is more light-side aligned. Do not try to convince me that your character is 100% perfectly neutral in the Force, or you will be made fun of in the group chat.
Level Chart
LEVEL 1 [Acolyte/Initiate] - Equivalent to Level 1 (8 Skill Points, 60 Attribute points)
LEVEL 2 (9 Skill Points, 60 Attribute points)
LEVEL 3 (10 Skill Points, 60 Attribute points)
LEVEL 4 (11 Skill Points, 60 Attribute points)
LEVEL 5 [Apprentice/Padawan] - Equivalent to Level 2 (12 Skill Points, 66 Attribute points)
LEVEL 6 (13 Skill Points, 66 Attribute points)
LEVEL 7 (14 Skill Points, 66 Attribute points)
LEVEL 8 (15 Skill Points, 66 Attribute points)
LEVEL 9 (16 Skill Points, 66 Attribute points)
LEVEL 10 [Apprentice/Padawan] - Equivalent to Level 3 (17 Skill Points, 72 Attribute points)
LEVEL 11 (18 Skill Points, 72 Attribute points)
LEVEL 12 (19 Skill Points, 72 Attribute points)
LEVEL 13 (20 Skill Points, 72 Attribute points)
LEVEL 14 (21 Skill Points, 72 Attribute points)
LEVEL 15 [Knight] - Equivalent to Level 4 (22 Skill Points, 78 Attribute points)
LEVEL 16 (23 Skill Points, 78 Attribute points)
LEVEL 17 (24 Skill Points, 78 Attribute points)
LEVEL 18 (25 Skill Points, 78 Attribute points)
LEVEL 19 (26 Skill Points, 78 Attribute points)
LEVEL 20 [Knight] - Equivalent to Level 5 (36 Skill Points, 84 Attribute points)
LEVEL 21 (38 Skill Points, 84 Attribute points)
LEVEL 22 (40 Skill Points, 84 Attribute points)
LEVEL 23 (42 Skill Points, 84 Attribute points)
LEVEL 24 (44 Skill Points, 84 Attribute points)
LEVEL 25 [Master] - Equivalent to Level 6 (50 Skill Points, 90 Attribute points, 1 Godlike)
LEVEL 26 (55 Skill Points, 90 Attribute points, 1 Godlike)
LEVEL 27 (60 Skill Points, 90 Attribute points, 1 Godlike)
LEVEL 28 (65 Skill Points, 90 Attribute points, 1 Godlike)
LEVEL 29 (70 Skill Points, 90 Attribute points, 1 Godlike)
LEVEL 30 [Master] - Equivalent to Level 7 (75 Skill Points, 96 Attribute points, 2 Godlikes)
LEVEL 31 (80 Skill Points, 96 Attribute points, 2 Godlikes)
LEVEL 32 (85 Skill Points, 96 Attribute points, 2 Godlikes)
LEVEL 33 (90 Skill Points, 96 Attribute points, 2 Godlikes)
LEVEL 34 (95 Skill Points, 96 Attribute points, 2 Godlikes)
LEVEL 35 [Sith Lord/Council Member] - Equivalent to Level 8 (100 Skill Points, 102 Attribute points, 3 Godlikes)
LEVEL 36 (110 Skill Points, 102 Attribute points, 3 Godlikes)
LEVEL 37 (120 Skill Points, 102 Attribute points, 3 Godlikes)
LEVEL 38 (130 Skill Points, 102 Attribute points, 3 Godlikes)
LEVEL 39 (140 Skill Points, 102 Attribute points, 3 Godlikes)
LEVEL 40 [Dark Lord/Council Member] - Equivalent to Level 9 (150 Skill Points, 108 Attribute points, 4 Godlikes)
LEVEL 41 (170 Skill Points, 108 Attribute points, 4 Godlikes)
LEVEL 42 (190 Skill Points, 108 Attribute points, 4 Godlikes)
LEVEL 43 (210 Skill Points, 108 Attribute points, 4 Godlikes)
LEVEL 44 (230 Skill Points, 108 Attribute points, 4 Godlikes)
LEVEL 45 [Imperatrix/Grandmaster] - Equivalent to Level 10 (250 Skill Points, 114 Attribute points, 5 Godlikes)
LEVEL 46 (300 Skill Points, 114 Attribute points, 5 Godlikes)
LEVEL 47 (350 Skill Points, 114 Attribute points, 5 Godlikes)
LEVEL 48 (400 Skill Points, 114 Attribute points, 6 Godlikes)
LEVEL 49 (450 Skill Points, 114 Attribute points, 6 Godlikes)
LEVEL 50 - Level Cap (500 Skill Points, 120 Attribute points, 7 Godlikes)
ATTRIBUTES
At Level 1, you may spend 60 points to buy your preferred attribute ratings. 10 points in an attribute reflect an average rating (for example, a character with 10 points in Strength is a moderately strong individual). Less than 10 points reflect a below-average rating (for example, a character with 5 points in Dexterity is a particularly clumsy individual). More than 10 points reflect an above-average rating (for example, a character with 15 points in Charisma is a particularly persuasive individual), with 20 points representing the maximum possible (for example, a character with 20 points in Intellect is an unparalleled genius).
Attributes may not be increased to 14 until the character is Level 10.
Attributes may not be increased to 16 until the character is Level 20.
Attributes may not be increased to 18 until the character is Level 30.
Attributes may not be increased to 20 until the character is Level 40.
STRENGTH
Strength refers to one’s raw physical prowess. In characters belonging to most organic races, particularly of humanoid configuration, this results from intensive and strenuous daily training, such as running obstacle courses and performing kata in training rooms, and the innate and unnatural augmentation of the Force. Some exotic species, such as Celegians, may have very little strength, while others, such as Shards, may have essentially no strength of their own, but can utilize droid bodies with pistons capable of overpowering any organic muscle. Cybernetic limbs, in the case of cyborg characters, also bestow greater strength than the organic baseline, as do the phenomenal musculatures of certain exceptionally large or brawny races, such as Houks.
A more martially oriented character, such as a warrior or marauder, stands the most to benefit from inculcating greater strength; the stronger a character is, the more powerful and effective their lightsaber strikes and other melee attacks are, useful for most lightsaber forms and martial arts.
FORCE POWER
Force Power refers to one’s innate strength in the Force; the extent of their natural Force-sensitivity; their luminous presence in that great energy that binds together all life and matter. It is often measured by a simple blood test that counts the number of midichlorians within one’s cells. Force Power is not inflexible; traumatic injury and the replacement of body parts with cybernetics can result in a reduction of one’s natural potential, such as the fate that befell Darth Vader and Lumiya, and, according to the theories of Darth Plagueis, Force Drain may affect one’s innate Force strength by triggering a mass die-off of midichlorians.
A higher Force Power score not only allows for greater willpower when it comes to defending oneself against hostile uses of the Force and other spiritual rigors, but directly correlates with the effectiveness and strength of one’s own utilization of most Force abilities, from telekinesis to Force Lightning.
DEXTERITY
Dexterity encompasses general deftness, nimbleness, agility, finesse, speed and adroitness of reflexes, and precision in performing tasks, especially with the hands. Many characters hone their dexterity through physical training, running obstacle courses, and assembling and disassembling weapons; others nurture agility through habitual acrobatics, often enhanced by the unnatural augmentation of the Force.
A clumsy character is likely to lack dexterity; a Sith who eschews conventional weapons in favor of becoming an expert sharpshooter, on the other hand, is likely to benefit from their dexterous use of a blaster or other ranged weapon, and dexterity is of particular benefit to lightsaber wielders specializing in either Makashi, which requires precision and finesse, or Ataru, which requires great agility and speed. Certain Force powers, such as Force Speed, often require phenomenal reaction time.
INTELLECT
Intellect encompasses all attributes of the mind, from raw intelligence to reasoning ability, knowledge, and familiarity with various academic disciplines and fields of interest. A brainy character is often the opposite of a brawny one, although there are exceptions who excel at both. Scholarly characters often dedicate their time to reading books rather than physical training, honing their intellect as they pour over scrolls of ancient lore, chronicles of galactic history, and compendiums of science.
Intellectual characters are not only more generally knowledgeable and intelligent than their rivals, but better able to learn the arcane arts of ancient Sith sorcery from tomes and spellbooks, and practice the Sith alchemical arts of creating genetic aberrations if they are so darkly inclined.
WISDOM
Wisdom refers to one’s willpower, common sense, and intuition, as well as one’s general awareness of their surroundings. A wise character will have a far easier time resisting any attempts at influencing their decisions, whether those attempts be through mental domination, lies, or obfuscation of the world around them. This attribute encompasses the previously used Perception Attribute, and adds the necessary ability to save a character from a wide variety of oppository rolls.
A character wiser than their peers may be more likely to notice important details in their environment or in other characters, whether it be through the hieroglyphs of an ancient Sith tomb or the minuscule twitch of a smile on a liar’s face. Wisdom also aids in the use of abilities such as Farsight and Mental Shield.
CONSTITUTION
Constitution refers to one’s endurance, stamina, and overall vitality. Whether it be through the innate healthiness of their bodies, the intense physical exercise they have put themselves through, or a tough-as-nails habituation to injury, disease, hunger, and thirst built up through years of rigorous experience and battle, a character with greater constitution than his rivals is a difficult one to kill.
Increasing your Constitution score is vital if you want to have extra hitpoints over other characters that are the same level as you. For every 5th Level you gain, you add your CON modifier to your base HP, which is equal to your total level. If starting at a higher level and therefore starting with a higher CON, this does not retroactively apply to your previous 5th Levels (i.e. if you were to start at Level 40 with 20 CON, you would not go back and add a +5 back to every 5th Level Up). Instead, it automatically applies the maximum CON bonus you could’ve gotten at that level. The maximum a player can have is if they achieve Level 50 and have a CON score of 20, which in total will add up to 70 total HP (+1 at Level 5, +1 at Level 10, +2 at Level 15, +2 at Level 20, +3 at Level 25, +3 at Level 30, +4 at Level 35, +4 at Level 40, +5 at Level 45, and +5 at Level 50).
CHARISMA
Charisma refers to one’s skill in manipulating and persuading others, one’s guile, glib, charm, deceptive ability, acting ability, oratorical skill, and other tools of the trade in navigating hierarchies, bending social situations to one’s will, and rising to the top of the pack. Whether one is a sly, oozing deceiver adept at knowing the time to treacherously strike, or an honorable nobleman swathed in natural charm, a character with the ability to work the masses and one’s peers alike is a character with a weapon like no other, a weapon as smooth as frill syrup and as sweet as Githany’s poisoned kiss.
A character with potent charismatic ability is often more adept at seduction—whether it be tempting a Jedi to the dark side or seducing a lover to bed—and the arts of psychological warfare known as Dun Möch, as well as Force-fuelled hypnotism, suggestion, and mental domination.
DESTINY
Destiny refers to how in-tune one is with the will of the Force, that mystical energy field that some believe controls all destiny. While not all believe in such a concept, seeing the Force as subservient to the will of the individual and seeking naturalistic explanations such as instinctual precognition, it is undeniable that some Force-users appear luckier than others, as if guided by the invisible hand of fate.
A character with a powerful destiny is seemingly supernaturally fortunate, and is deeply immersed in the Cosmic Force, allowing greater power of foresight and prophecy. There might be no such thing as luck - but there is the Force.
SKILL POINTS
0 – Ability not known. The player cannot use this Skill and does not need to list this Skill in the Skills section of their Character Sheet.
1 – Novice. The player can use the Skill at a low degree of proficiency, approximately equivalent to that of a Sith Acolyte or Jedi Padawan just beginning their training.
2 – Intermediate. The player can use the Skill with some degree of proficiency, approximately equivalent to that of a Sith Apprentice or Jedi with moderate training, such as Kylo Ren from the new canon or Luke Skywalker as he appears in The Empire Strikes Back.
3 – Advanced. The player can use the Skill with advanced proficiency, approximately equivalent to the proficiency of Darth Vader and Darth Tyranus within the films and the Legends Expanded Universe in most of their preferred feats.
4 – Master. The player can use the Skill with masterful proficiency, approximately equivalent to the proficiency of Emperor Palpatine and Grandmaster Luke Skywalker within the Legends Expanded Universe in most feats.
5 – Grand Master. The player can use the Skill with ultimate proficiency, approximately representing a gestalt of the most powerful and extreme examples of the feat in Legends Expanded Universe lore.
Skills may not be increased to 2 until a character is at Level 10.
Skills may not be increased to 3 until a character is Level 20.
Skills may not be increased to 4 until a character is Level 30.
Skills may not be increased to 5 until a character is Level 40.
All Godlike powers/Paragon powers are level-locked, and all cost 10 points.
NEW: POWER SLOTS
Regardless of how many abilities a Force User may inherit or learn, one can only use a certain amount of those abilities before their bodies give way to exhaustion. Manipulating the fabric of the Force and channeling its energy even into a simple power can be taxing to the mind, body, and spirit, and that’s not even taking into account far more powerful abilities one may learn further into their training. Thus, each ability you use throughout the game will take up a slot, with the size of the slot determined by the difficulty of the most basic usage of the power.
When a character uses a Force Power, he or she expends a slot of that power’s level or higher, effectively “filling” a slot with the power. You can think of a power slot as a groove of a certain size—small for a 1st-level slot, larger for a power of a higher level. A 1st-level power fits into a slot of any size up to the 5th-level, but a 10th-level power fits only in a 10th-level slot. So when a character uses Force Push, a 1st-level power, they spend one of their four 1st-level slots and have three remaining.
When a Force User wields a power using a slot that is of a higher level than the power, that ability assumes the higher level for that usage. For instance, if a character uses Force Push using one of their 2nd-level slots, that Force Push is 2nd level. Effectively, the power expands to fill the slot it is put into. Most powers have more powerful effects when used at a higher level, as detailed in a power’s description. Think of it as being very similar to using a power at a lower level than your maximum in previous games. Where then that was done to show your character holding back or only using the minimum amount of power it took to complete a task, it now goes beyond that, and is a strategic move if you want to save your other power slots for later.
Skill points determine the maximum level at which you can use an ability. For instance, a character with three points in Force Push will have the choice of using that power at either 1st, 2nd, or 3rd level, depending on how many slots they have remaining. There are plenty of abilities, however, that require a higher level, and have a higher minimum Power Slot usage. For instance, Death Field requires you to be Level 20+ in order to learn, therefore its minimum Power Slot usage is at the 3rd level.
Short rests (1-4 hours) can replenish /some/ lower-level power slots depending on your character’s level. A short rest can be described as sitting down and having a meal, taking a nap, or doing any other non-strenuous activity within the given time frame. You can only have a maximum of two natural Short Rests per day (though certain abilities can increase that number).
Long rests (8+ hours) will replenish all of your power slots, save for Godlikes depending on your level. A long rest is most often described as a full night’s sleep, though it can also be described as a multi-day vacation if that is what you’re going for (so long as that vacation does not imply the use of any Force Powers in the duration).
The amount of Power Slots one can have upon ending a Long Rest is determined by increasing intervals every 5 levels.
It is possible to attempt to use an ability after all of your Power Slots are expended and before a Long Rest. However, this will induce Exhaustion, a debuff that will grow progressively worse and worse until your character dies. The levels of Exhaustion will be listed directly after the end of the Power Slots section.
The following is the list of Power Slot Levels:
- 1st-Level – Your standard fare abilities that any acolyte or trainee could access with intuition or very light training. When a player chooses to use a power at this level, it is approximately equivalent to that of a Sith Acolyte or Jedi Padawan just beginning their training.
- 2nd-Level – These abilities require a decent bit of training before they can be learned and used effectively. When a player chooses to use a power at this level, it is approximately equivalent to that of a Sith Apprentice or Jedi with moderate training, such as Kylo Ren from the new canon or Luke Skywalker as he appears in The Empire Strikes Back.
- 3rd-Level – These abilities require extensive training in order to be used properly. When a player chooses to use a power at this level, it is approximately equivalent to the proficiency of Darth Vader and Darth Tyranus within the films and the Legends Expanded Universe in most of their preferred feats.
- 4th-Level – These abilities require complete mastery over the Force in order to achieve. When a player chooses to use a power at this level, it is approximately equivalent to the proficiency of Emperor Palpatine and Grandmaster Luke Skywalker within the Legends Expanded Universe in most feats.
- 5th-Level – Abilities of this kind are far and few between, and require a combination of experience and Force potency that few beings are able to replicate. When a player chooses to use a power at this level, it is representing a gestalt of the most powerful and extreme examples of the feat in Legends Expanded Universe lore.
- Godlike Slots
- Lesser-Level (8th-Level) – Not all Godlike abilities are created equal, and these ones, while still insanely potent and effective, are not as strenuous to the user. When a player chooses to use a Godlike at this level, they are choosing to sacrifice an ability’s effectiveness in order to be able to use it (potentially) more than once a day, and to also limit its danger to the user.
- Standard-Level (9th-Level) – This is how most Godlike abilities are meant to be used. When a player chooses to use a Godlike at this level, they are choosing to use the ability to its standard potential, even if it can only be cast once per Long Rest. Standard dangers to the user apply depending on the ability.
- Oneness-Level (10th-Level) – This is a Godlike taken to the utmost extremes, risking life and limb in order to reach the highest echelons of effectiveness and power. When a player chooses to use a Godlike at this level, they are choosing to risk their character’s well-being in order to unleash an ability that will be talked about for eons. When used, a player must make a saving throw in order to not perish due to the sheer power flowing through their body. If the saving throw succeeds, then that player cannot use another Oneness-Level ability for the remainder of the game. If it fails, then that player will die regardless if the power succeeds or not. The DC for the saving throw depends on the player’s level, and will be nigh-impossible to pass for lower levels.
The following is the list of character levels and their associated Power Slots:
- Level 1-4: Three 1st-Level Slots (can replenish one 1st-Level Slot per Short Rest)
- Level 5-9: Six 1st-Level Slots (can replenish two 1st-Level Slots per Short Rest)
- Level 10-14: Eight 1st-Level Slots, Two 2nd-Level Slots (can replenish three 1st-Level Slots per Short Rest)
- Level 15-19: Eleven 1st-Level Slots, Four 2nd-Level Slots (can replenish three 1st-Level Slots and one 2nd-Level Slot per Short Rest)
- Level 20-24: Twelve 1st-Level Slots, Six 2nd-Level Slots, Two 3rd-Level Slots (can replenish four 1st-Level Slots and two 2nd-Level Slots per Short Rest)
- Level 25-29: Thirteen 1st-Level Slots, Eight 2nd-Level Slots, Four 3rd-Level Slots, One Godlike Slot (can replenish four 1st-Level Slots, two 2nd-Level Slots, and one 3rd-Level Slot per Short Rest. Can also replenish one Lesser-Godlike Slot per Long Rest, or one Standard-Godlike Slot per two Long Rests)
- Level 30-34: Fourteen 1st-Level Slots, Ten 2nd-Level Slots, Six 3rd-Level Slots, Two 4th-Level Slots, One Godlike Slot (can replenish four 1st-Level Slots, three 2nd-Level Slots, and two 3rd-Level Slots per Short Rest. Can also replenish one Lesser-Godlike Slot per two Short Rests, or one Standard-Godlike Slot per Long Rest)
- Level 35-39: Fifteen 1st-Level Slots, Eleven 2nd-Level Slots, Eight 3rd-Level Slots, Five 4th-Level Slots, Two Godlike Slots (can replenish four 1st-Level Slots, three 2nd-Level Slots, two 3rd-Level Slots, and one 4th-Level Slots per Short Rest. Can also replenish one Lesser-Godlike Slot per two Short Rests, and/or one Standard-Godlike Slot per Long Rest)
- Level 40-44: Fifteen 1st-Level Slots, Twelve 2nd-Level Slots, Ten 3rd-Level Slots, Eight 4th-Level Slots, Three 5th-Level Slots, Two Godlike Slots (can replenish six 1st-Level Slots, four 2nd-Level Slots, three 3rd-Level Slots, and two 4th-Level Slots per Short Rest. Can also replenish one Lesser-Godlike Slot per Short Rest, and/or one Standard-Godlike Slot per Long Rest)
- Level 45-49: Sixteen 1st-Level Slots, Fourteen 2nd-Level Slots, Twelve 3rd-Level Slots, Ten 4th-Level Slots, Eight 5th-Level Slots, Three Godlike Slots (can replenish six 1st-Level Slots, five 2nd-Level Slots, four 3rd-Level Slots, three 4th-Level Slots, and two 5th-Level Slots per Short Rest. Can also replenish one Lesser-Godlike Slot per Short Rest, and/or one Standard-Godlike Slot per Long Rest)
- Level 50: Eighteen 1st-Level Slots, Sixteen 2nd-Level Slots, Fourteen 3rd-Level Slots, Twelve 4th-Level Slots, Ten 5th-Level Slots, Four Godlike Slots (can replenish six 1st-Level Slots, six 2nd-Level Slots, five 3rd-Level Slots, five 4th-Level Slots, and three 5th-Level Slots per Short Rest. Can also replenish two Lesser-Godlike Slots per Short Rest, and/or one Standard-Godlike Slot per Long Rest)
NEW: EXHAUSTION
Exhaustion occurs if you attempt to use powers within an expired Power Slot. Each attempt will worsen the effects of exhaustion, which I will detail below:
- First Attempt: The player will roll with disadvantage on the ability they are attempting to use via an expired Power Slot.
- Second Attempt: The player will hitherto roll with disadvantage on all ability checks and saving throws until the next Long Rest.
- Third Attempt: Upon their next failed roll, they will suffer 1d10 of damage.
- Fourth Attempt: Upon their next roll, whether a success or failure, they will suffer 3d10 of damage.
- Fifth Attempt+: A coin will be flipped to determine if the character survives the attempt.
NEW: CONCENTRATION
Concentration is a new requirement for certain abilities, and it’s fairly self-explanatory. However, there are two kinds of Concentration, which will be detailed below:
- Active Concentration - The player is able to still move and perform other tasks while holding this ability. However, if they suffer damage and fail a subsequent CON saving throw, the ability that they are holding will be dropped.
- Total Concentration - The player must be still and cannot move or perform any other tasks while holding this ability. If they suffer damage and fail a subsequent CON saving throw, the ability that they are holding will be dropped.
LEVEL BONUSES
As characters advance in their accumulation of power and increased individuality and distinction from their peers, some abilities become second nature to them, while others become a more obscure, rarer, and focused power. As such, when leveling up, a character may attain from the list below certain powers when they reach the requisite levels.
All free points, whether purely from leveling up or granted by a class choice, terminate at rank 3. Any increase beyond that point requires investment from the point total for a character’s level.
Level 1: At Level 1, as soon as an Acolyte or Padawan begins making their character sheet, they may choose from Telepathy, Telekinesis, and Force Sense to add to their character sheet for free, as these are three of the most basic abilities of a Force user. They may increase the rank of this power for free as they level up, once they hit the milestone levels for rank increases, up to rank 3 at level 20.
Level 20: Upon becoming a Sith Knight, a Sith may choose between Sith Lightning, Force Wound (assuming they have Telekinesis), and Sutta Chwituskak (assuming they are a Sorcerer) to add to their character sheet for free, up to rank 3 at level 20, as these powers are more aggressive and further help to distinguish the characterization and focus of a Force user from their peers.
Upon becoming a Jedi Knight, a Jedi may choose between Mind Trick (assuming they have Telepathy), Force Push/Pull (assuming they have Telekinesis), and Force Resistance to add to their character sheet for free, up to rank 3 at level 20, as these powers are mainstays of a Jedi’s arsenal and further help to distinguish them among their peers.
Level 30: When promoted to Sith Master, all Sith Warriors gain Force Rage, all Sith Assassins gain Shadowstrike, and all Sith Sorcerers gain a basic sorcery (between Sutta Chwituskak, Qâzoi Kyantuska, Dwomutsiqsa, Waves of Darkness, Aura of Uneasiness, and Sith Illusions) to add to their character sheets for free, up to rank 3. This allows Sith Masters to devote points to other abilities that will help distinguish them from others without detracting from abilities core to the essence of their class.
When promoted to Jedi Master, all Jedi Guardians gain Battlemind, all Jedi Sentinels gain Force Cloak, and all Jedi Consulars gain Battle Meditation (assuming they have Force Bond) to add to their character sheets for free, up to rank 3. This allows Jedi Masters to devote points to other abilities that will help distinguish them from others without detracting from abilities core to the essence of their class.
Level 35: Sith Lords and Jedi Council Masters are naturally assumed to possess the knowledge of storing knowledge, that is, to create a Holocron for themselves with which to deposit their esoteric knowledge or life experiences to help teach future generations, or else to hoard for themselves. This process is a RITUAL, regardless of the class of the Sith or Jedi. They receive 3 points in this power, and may invest further points into it if they so desire, as there is a clear distinction in the quality of holocrons from various Sith Lords and Jedi Masters of the past.
POWER TAGS
As you read through the list below, you may notice some of the listed powers have certain tags in bold next to them. These showcase something special that anyone desiring to take the power should be aware of.
–RITUAL: Powers with this tag cannot simply be performed at will. Instead, they require preparation, sometimes taking hours or days, and will require intense roleplay to be used. Often, these will require the use of special materials as well that may be special enough that the user will not have easy access to them and will therefore need to quest for them. The use of these powers generally has to be GMed or approved by the GM to ensure they are used properly.
–INNATE: Powers with this tag are extraordinarily rare in the established EU continuity. As such, this should be reflected in how many people can take these powers. These tend to be powers that most Force users cannot learn but are already present in the user and must be developed by study and regular use (such as Psychometry, Flashburn, and Shatterpoint). Acquisition of these powers should take place early on, generally before Knighthood, and will require GM approval.
–UNIQUE: Powers with this tag require someone wishing to take it to either be taught the power by someone who already has it OR it must be quested for (which would be GMed). Starting with a UNIQUE power will require GM approval.
–FREE: Powers with this tag do not require point investment to attain, only prerequisites, such as point investment in another power, which the FREE power is either rolled into or which the FREE power changes if chosen (such as in the case of the Reanimate Undead sub-abilities).
CLASSES - SITH
Base Classes are available to all. Subclasses are available at Level 10. Prestige Classes are strictly optional classes, specializing in obscure niches with unique prerequisites, available at varying levels.
Base Classes are available to all. Subclasses are available at Level 10. Prestige Classes are strictly optional classes, specializing in obscure niches with unique prerequisites, available at varying levels.
Sith Warrior
Warriors are the martial element of the Sith, training rigorously for combat with a particular focus paid to the exquisite art of the lightsaber. Darth Vader and Darth Malgus are among history’s most famous Sith Warriors. Sith Warriors are masters of physicality and receive free points in Augmentation up to the rank available for their level, up to rank 3 at level 20.
Sith Assassin
Assassins seek to learn the art of stealth and espionage, and they train in many non-Force-related skills to be more versatile. Darth Talon and Darth Maul are among history’s most famous Sith Assassins. The most elusive of Sith, they receive free points in Force Stealth up to the rank available for their level, up to rank 3 at level 20.
Sith Sorcerer
Sorcerers concern themselves primarily with the academic study of the Force and understanding its properties, as well as studying and chronicling the history of the Sith. Darth Sidious and Darth Naga Sadow are among history’s most famous Sith Sorcerers. Focused entirely on the esoteric, including occult rituals known only to their caste, Sorcerers receive free points in Sith Runes up to the rank available for their level, up to rank 3 at level 20.
Subclasses (Available at Level 10+)
Sorcerer Subclasses
Sith Thaumaturge
Taking after the Sorcerers of Tund and the Naddists of Onderon, Thaumaturges are pure mages, dedicating themselves to reciting and casting ancient Sith spells gleaned from the dusty pages of forgotten grimoires. Sith Thaumaturges receive one basic sorcery of their choice between Sutta Chwituskak, Qâzoi Kyantuska, Dwomutsiqsa, and Odojinya for free up to the rank available for their level, up to rank 3 at level 20.
Sith Alchemist
Taking after the eldritch artisans of the Ninûshwodzakut and the master beast-summoners of the Hundred-Year Darkness, Alchemists dedicate themselves to the manipulation of inanimate matter and the twisting of life into new forms. Sith Alchemists receive two free points each in Forge Sith Artifact and Mutate Life.
Sith Elementalist
Taking after the Shapers of Kro Var and the Sith Sorcerers of Vitiate’s Empire, Elementalists are storms of nature, foregoing finer arcane mastery in favor of sheer elemental power over the Force, from lightning and fire to earth and water. Elementalists may choose two abilities to receive two free points from between Pyrokinesis, Cryokinesis, Sith Lightning, Plant Surge, and Alter Environment.
Sith Prophet
Taking after the Prophets of the Dark Side, Sith Prophets or Prophetesses are sinister seers and reclusive hermits, peeling back layers of reality to see realms and places far away - and far in the future. Sith Prophets receive Precognition, the basis of their perceptive abilities, for free up to the rank available at their level (though they must put one point at minimum into Force Sense to receive this benefit), up to rank 3 at level 20.
Sith Inquisitor
Taking after the fanatical Inquisitorius of Palpatine’s regime, Sith Inquisitors serve the Empire with almost religious fervor, specializing in mentally probing their victims for traces of disloyalty, indoctrinating the weak, and torturing the unfaithful. Sith Inquisitors receive two free points each in Probe Mind and Mind Shard, abilities that are foundational in breaking insurgent morale.
Sith Illusionist
Taking after the ancient Sith sorcerers of the Golden Age and the Krath magicians of Empress Teta, Sith Illusionists impose their imagination upon the universe, conjuring mind-pulverizing illusions that verge on astral creations of raw reality. Illusionists receive Sith Illusions, the basis of their esoteric abilities, for free up to the rank available at their level, up to rank 3 at level 20.
Warrior Subclasses
Sith Marauder
Taking after the Sith Marauders of the Sith Triumvirate, Sith Marauders are violent, bloodthirsty dark side warriors who use their rage, the dark side, and an arsenal of weapons to eviscerate their enemies swiftly; many dual-wield lightsabers or use more exotic lightsaber variants such as double-bladed lightsabers and lightwhips. Marauders, who relish in the heat of battle and shrug off injury with ease, receive two points each in Feed on the Dark Side and Control Pain.
Sith Juggernaut
Taking after the Sith Juggernauts of Vitiate’s Empire and the various cyborg Jedi-Killers of Palpatine’s era, Sith Juggernauts are hulks of muscle, flesh, and even metal, able to overpower their foes through brute strength and power through incredible injury. Sith Juggernauts may choose to receive either Reduce Injury or, if they are a cyborg, Mechu-Deru, for free up to the rank available for their level, up to rank 3 at level 20.
Sith Conqueror
Taking after the Sith Conquerors of Vitiate’s Empire and the Sith officers of Revan’s regime, Sith Conquerors are the sharp military minds that conceive of the most cunning war strategies and battle tactics. Sith Conquerors receive two free points each in Force Bond and Force Meld.
Sith Saber
Taking after the Sith Sabers of the Lost Tribe of Sith and the Sith Duelists of Vitiate’s Empire, Sith Sabers are dueling champions dedicated to the art of the lightsaber above all else. Sith sabers receive two free points in two lightsaber styles of their choice, so long as they have at least one point in Shii-Cho.
Sith Paladin (Requires Lawful Alignment)
Taking after the Paladins of Naddist Onderon, the noble Sith Knights of the Mecrosa and the Krath Holy Crusaders, Sith Paladins are dark knights who serve the Empire with religious conviction and unbreakable loyalty; like the Knights of Zakuul, their zealotry is rewarded with unique power in the Force that makes them difficult to beat on the field of battle and can choose up to three light side powers, one of which they receive for free up to the rank available at their level, up to rank 3 at level 20.
Sith Mauler
Taking after the Sith Brutes of Vitiate’s Empire and the thuggish Sith cult known as the Maulers, Sith Maulers use their fists, feet, and body to overpower their enemies, mastering brutal hand-to-hand combat or martial arts such as Teräs Käsi. Maulers receive two free points each in Force Punch and Force Kick.
Assassin Subclasses
Sith Stalker
Taking after the Sith Assassins of the Sith Triumvirate and the Sith Shadow Stalkers of Vitiate’s Empire, Sith Stalkers are masters of stealth and subtlety, cloaking themselves from the Force and the senses as they pursue their prey. Stalkers receive two points each in Conceal Essence and Dim Other’s Senses, allowing them to pass not only in the Force but visibly as well.
Sith Watcher
Taking after the Sith Watchers of Vitiate’s Empire and the political masterminds of Bane’s line, Sith Watchers are infiltrators and double agents who use guile, subterfuge, and manipulation to subvert enemy governments from within. Watchers receive two free points each in Affect Mind and Conceal Essence so as best to infiltrate enemy territory and influence their opponents without drawing undue attention.
Sith Brawler
Taking after the infamous Hands of Emperor Palpatine, Sith Brawlers are unscrupulous agents and dirty fighters who use anything they can get their hands on to kill their targets, from blasters to vibroshivs to lightsabers. Brawlers receive two free points each in Force Punch OR Force Kick from the Warrior list and in Force Reflex to enhance their martial arts capabilities.
Sith Slayer
Taking after the Sith Slayers of Vitiate’s Empire and the various infamous Jedi hunters throughout history, Sith Slayers are highly trained executioners adept at one singular goal: finding and killing Jedi in one-on-one combat. Sith Slayers are proficient with suppressing the power of their opponents, weakening them before engaging for the kill, and as such, receive points in Force Suppression up to the rank available for their level (so long as they have at least one point in Telepathy), up to rank 3 at level 20, and can take this ability before reaching Level 20.
Sith Poisoner
Taking after the infamous poisoners of the Sith Mecrosa Order, Sith Poisoners are specialists who combine alchemy, science, and assassination to kill their foes without ever needing to lay hands on a lightsaber. Sith Poisoners gain access to Brew Sith Poison, which allows for the creation of Sith poisons for free up to the rank available for their level, up to rank 3 at level 20, and gain access to Mutate Life and Sutta Chwituskak from the Sith Magic tree.
Sith Spy
Taking after the Sith spies of the Brotherhood of Darkness and Sith Intelligence & Assassination in Krayt’s Empire, Sith Spies are secret agents who retrieve intelligence, sabotage enemies, and kill their foes through cunning preparation, exotic tactics and advanced technology. Sith Spies receive two points each in Theran Force-Listening and Probe Mind, the latter from the Sith Inquisitor tree.
Prestige Classes
Sith Necromancer (Requires Level 20+, Sith Alchemist OR Sith Thaumaturge)
Through blending spellcasting and alchemy, Sith Necromancers tap into the powers of death and dying, invoking the spirits of ancient Sith Lords and raising the corpses of the fallen. Necromancers gain one Necromancer-exclusive ability for free up to the rank available for their level (excepting Godlikes), up to rank 3 at level 20, as well as access to several exclusive powers built around pure necromancy and the invocation of dark spirits.
Sith Warlock (Requires Level 20+, Sith Sorcerer, At least 4 Lightsaber Forms)
Battle mages who bend the Force to martial ends, Sith Warlocks can learn up to five skills from the Warrior path. They may choose one of these abilities for free up to the rank available for their level, up to rank 3 at level 20.
Sith Wizard (Requires Level 20+, Sith Elementalist or Sith Thaumaturge)
Druidic mages who have mastered the Living Force, Sith Wizards can learn up to four skills from either the Elementalist or Thaumaturge paths (whichever their subclass isn't), as well as one skill from the Necromancer path, including Godlikes. They receive one of these powers (but not a Godlike) for free up to rank 3.
Sith Witch (Requires Level 20+, Sith Elementalist or Sith Alchemist)
Herbs and potions are powerful tools in the hands of Nightsister Sith witches, whose mastery of the natural world allow them to learn up to three skills from either the Elementalist or Alchemist paths (whichever their subclass isn't), as well as up to two skills from the Necromancer path, excepting Godlikes. They receive one of these powers for free up to rank 3.
Sith Technomage (Requires Level 20+, Sith Alchemist, Cyborg)
More machine than man, Sith cyborgs can understand the relationship between the organic and the synthetic more than any other; some become powerful Technomages able to manipulate machinery with the Force. Technomages learn Mechu-Deru for free up to the rank available for their level, up to rank 3 at level 20, and receive access to powers only one so aligned with machinery could.
Sith Sharpshooter (Requires Level 20+, a Ranged Weapon)
Whether gunslingers or snipers, Sith Sharpshooters specialize in the mastery of the blaster or other ranged weapons (such as bowcasters and energy bows), using the Force to achieve supernatural accuracy and speed. Sharpshooters receive two free points each in Force Direction and Ballistakinesis to aid their shots in striking their targets with ultimate precision and to shoot without a gun, respectively.
Sith Archon (Requires Level 20+, Alignment Good or Neutral, Sith Sorcerer)
Taking after the Sith Archons of Vitiate's Empire, these religious fanatics are either former Jedi who pursued the light so fanatically they became malevolent or bizarrely selfless servants of the dark side, able to call upon the unique divine powers of the mythological Immortal Gods of the Sith and/or up to five light side powers, and can receive one of these powers for free up to the rank available for their level, up to rank 3 at level 20.
Sith Masterblade (Requires Level 20+, Sith Warrior, No Lightsaber or Lightsaber Forms)
Taking after the Bladeborn cult of old, a Sith Masterblade eschews lightsabers in favor of bladed melee weapons such as Sith Tremor Swords. The Masterblade possesses unique powers over the blade, can learn how to forge ancient Sith weapons from the Sith Alchemist tree, and receive Energy Blade up to the rank available for their level, up to rank 3 at level 20. Blades forged by a Masterblade are regarded as one rank higher than the rank they possess in the skill.
Sith Artificer (Requires Level 25+, Sith Alchemist)
Alchemists dedicated to the forgery of artifacts and weapons above all else, Artificers receive three free Skill Points each in Forge Sith Weapon and Forge Sith Artifact. When using a “Forge” ability, an Artificer may treat any resulting item as one rank greater than the rank they possess in the skill.
Sith Shadow Mage (Requires Level 25+, Sith Assassin, no Wookiees)
Taking after the Sith Shadows cult of Dathomir under Nightbrother Mellichae and the Shadow Magic coven of Nightsister Gethzerion, Shadow Mages are assassins who tap so fully into the darkness that they are capable of manipulating it beyond their peers. Shadow Mages receive two free Skill Points each in the Sith spells Waves of Darkness and Spell of Concealment. They can learn three additional abilities from the Sith Magic tree.
Sith Shadow Guard (Requires Level 25+, Sith Assassin, Six Lightsaber Forms)
Taking after the legendary Shadow Guard of Palpatine's Empire, these black-robed Jedi-killers are well-trained in the usage of lightsabers and lightsaber variations, such as the lightsaber pike. Shadow Guards can learn up to five skills from the Warrior path, except Godlikes, and receive two free points each in Force Shadow and Battlemind.
Sith Magus (Requires Level 25+, Sith Warrior, At Least Three Lightsaber Forms)
Taking after individuals proficient in dueling who dabble in the dark arts, such as Darth Tyranus and Darth Zannah, these arcane warriors delve into the more potent and esoteric abilities of the Sorcerer to grant them diversity in their arsenal. Sith Magi are able to learn up to five skills from the Sith Magic tree, and receive two points each in Sutta Chwituskak and Aura of Uneasiness.
Sith Nightwitch (Requires Level 20+, Sith Stalker OR Sith Watcher OR Sith Poisoner)
Taking after the esoteric Nightsister witches of Dathomir, the Sith Nightwitch is one who has delved into the sorceric harnessing of magical ichor, bolstering their powers of stealth with Nightsister spells. The Sith Nightwitch can choose up to two abilities from the Sith Sorcery tree and three abilities from the Dathomiri Magicks sub-tree, and receive three free points in an ability from this latter category.
Sith Ranger (Requires Level 25+, Sith Assassin)
Taking after the fabled Beast Lords of Onderon, Sith Rangers are the natural beastmasters of the Sith. Studying the summoning and alchemical rituals of the Sith Sorcerers, Rangers are able to access Create Tuk’ata, Create Hssiss, and Summon Terentatek, and receive two points each in Beast Trick and Beast Language to help them control their companions.
Sith Borg (Requires Level 25+, Sith Warrior, Cyborg)
Like the cerebral Technomages, Sith Borg are warriors dedicated to the melding of flesh with metal and wiring. These hulking monstrosities sacrifice their Midichlorian-filled flesh for limbs and organs of artificial make. Sith Borg receive access to Mechu Deru Vitae to augment their cybernetic enhancements, and receive two points each in standard Mechu Deru and Electrical Manipulation.
Sith Hermit (Requires Level 40+, Sith Sorcerer or Sith Assassin, Male, insanity or mental illness)
Insane anchorites, mad monks and solitary wanderers, Hermits are reclusive Sith, often of exalted prior rank, skulking on the periphery of society; they can often be found in the tombs of the Valley of the Dark Lords, driven mad by the energies of the dark side, the heat of Korriban's wilds, or simply the isolation of exile. The mad prophet Spindrall and former Academy Headmaster Jorak Uln are examples of the Hermit class. Hermits gain up to four powers from any of the following categories: whichever their base class isn't (Sith Sorcerer if base class is Assassin, Sith Assassin if base class is Sorcerer), the Prophet or Necromancer subclasses (with the exception of Godlikes), as well as unique abilities specific to their class.
CLASSES - JEDI
Base Classes are available to all. Subclasses are available at Level 10. Prestige Classes are strictly optional classes, specializing in obscure niches with unique prerequisites, available at varying levels.
Base Classes are available to all. Subclasses are available at Level 10. Prestige Classes are strictly optional classes, specializing in obscure niches with unique prerequisites, available at varying levels.
Jedi Guardian
Jedi Guardians are the martial foundation of the Jedi Order; disciplined and athletic, they place their focus on the physical aspects of Jedi life, training in the art of lightsaber combat and martial arts, and honing their Force abilities for use in battle or protection. Guardians are staunch defenders of the Light and will fight with every fiber for the triumph of justice. Many, but not all, Guardians were traditionally outfitted with blue lightsabers. Jedi Guardians are masters of physicality and receive free points in Force Valor up to the rank available for their level, up to rank 3 at level 20.
Jedi Consular
Jedi Consulars are healers, historians, diplomats, and seers. Consulars place their focus on the more cerebral aspects of the Force, preferring to leave their lightsabers unignited and placing faith and trust in the power of the Light to guide and sharpen their abilities through meditation and study. Compassionate and studious, Consulars excel in using nonviolent means to uphold the tenets of Jedi philosophy. Most Consulars were traditionally outfitted with emerald lightsabers, but this was not always the case. As their connection to the Force and all that surrounds them tends to be far greater than the average Jedi, Consulars receive free points in Force Bond up to the rank available for their level, up to rank 3 at level 20.
Jedi Sentinel
Jedi Sentinels strike a balance between Guardians and Consulars; they are practical in their approach to the Force and its myriad applications, blending combat and non-combat abilities. Sentinels often lean towards a civilian-style life, putting their skills to use in protecting citizens. They are adept in a wide variety of non-Force skills, using their Jedi schooling to augment their chosen field of expertise. Sentinels generally carried whatever lightsaber color that was bestowed on them, though a substantial portion in the Old Republic carried yellow lightsabers. The most elusive of Jedi, they receive free points in Force Stealth up to the rank available for their level, up to rank 3 at level 20.
Subclasses (Available at level 10+)
Guardian Subclasses
Jedi Warrior
Jedi Warriors are almost antithetical to the order itself, used as soldiers and brutal combatants on the bloody field of honor. They are extremely physically fit and skilled in martial arts and other techniques of warfare. Due to their extremely combative focus, warriors gain access to two Approaching the Dark skills (not whole trees).
Jedi Peacekeepers
Peacekeepers are the protectors of justice and harmony in the galaxy. Peacekeepers are law enforcers, sentries, ambassadors, and negotiators with well-balanced skills in both combat and non-combat areas. Jedi Peacekeepers get two free points in Force Stun, regardless of rank, and two free points in Alter Damage.
Jedi Starfighter
Members of the Jedi Starfighter Corps use the Force in perfect harmony with their piloting. Their unrivaled reaction time and precision in starfighter combat make them the finest force multipliers in aerial combat, and when melded with other starfighters, they can apply significant force to an entire fleet. Jedi Starfighters gain two free points in Force Meld and Force Direction, regardless of rank, and also are given a starfighter to use and customize.
Exotic Weapon Specialist
Exotic Weapons Specialists are Jedi Guardians who have chosen to either forgo lightsabers or use it alongside other weaponry, such as a quarterstaff, electrostaff, flail, force pike, and so on. In the past, this term also applied to those who mastered unusual lightsaber variants, but this is no longer the case. Exotic Weapon Specialists gain access to Force Weapon, enhancing their weapons through the Force to resist lightsabers, deflect blaster bolts, and shatter stone; given that some specialize in use of blasters and slugthrowers, access to Force Direction is also gained.
Consular Subclasses
Jedi Healer
Jedi Healers are valuable members of the Jedi order and invaluable during war, keeping the wounded alive and rejuvenating them. Jedi Healers can heal and energize allies fast enough to put allies back into combat soon after they are disabled, ensuring a heavy reduction in loss of life. Jedi Healers get one free point in both Force Heal and Revitalization.
Jedi Seer
Jedi Seers cross space and time with aetherial vision, viewing places worlds away, in the past, and far in the future. All Jedi Seers are capable of using Psychometry, and thus gain access to it, and have one free point each in Precognition and Farsight.
Jedi Sage
Jedi Sages are the polymaths of the order, typically serving as wise teachers and erudite lore keepers, and many even become Jedi Diplomats, working with governing bodies, monarchs, senators, committees, and so on to establish peace through the pen. Such cerebrally focused Jedi have exceptional talents with mind-affecting abilities, having honed such through constant use, and thus have access to a wider array of mind-affecting Force powers, including one dark mental power of their choice.
Jedi Druid
Jedi Druids are rare among the Order, but those who do decide to immerse themselves in nature embody, in many ways, the principles of peace, serenity, and union with the Force present in the Jedi Order. Druids tend to present themselves humbly, and their work is usually associated with tending to younglings who are misled before arrival. Through their understanding and interactions with nature, they bring a sense of calm to those in spiritual turmoil. Druids are particularly adept, more so than others, at controlling the elements, and receive maximum proficiency for their level in either cryokinesis, pyrokinesis, or plant surge. Druids are also known for their healthy relationships with animals, and often create a Life Bond with one who acts as their friend and guide in nature. In addition to their elemental proficiency, a Jedi Druid receives two points in Force Bond for free, so long as that bond is used to create a life bond with an animal.
Upon attaining Master rank, a Druid’s communion with their Familiar and chosen element is so powerful that the Familiar can channel the elemental abilities that the Druid wills (albeit at half strength). Additionally, the Druid gains three points for free in one of the two elemental skills not previously chosen.
Sentinel Subclasses
Jedi Slicer
Jedi Slicers have an odd affinity for machines, whether it be computers, droids, security systems, or something else entirely, they dedicate themselves to the mastery of technology in an increasingly technological age. Jedi Slicers gain two free points in Electronic Manipulation and their choice of either Technopathy or Technometry.
Jedi Investigator
The Jedi Investigator spends more time “on call” than most, and historically spent more time on Coruscant but out of the temple than any other Jedi. The Investigator acted on behalf of the local and regional police forces, assisting in the capture of dangerous criminals and the finer riddance of crime than the more martial Jedi Guardian. As such, a Jedi Investigator was required to be quiet and observant in all aspects of their jobs. Jedi Investigators receive two free points in Force in both Force Stealth and Force Track in order to both hide themselves and find those who are hidden.
Jedi Shadows
Jedi Shadows are the dedicated enemies of the Dark Side, hunting down darksiders and their artifacts. Skilled in deception and subterfuge, Jedi Shadows often, but not always, view the universe in shades of gray, allowing them to make the most unpleasant moral compromises necessary, as well as allowing them to take one skill from Approaching the Dark at its highest available points for free (i.e. 3 points at Level 20, 4 points at Level 30, etc.). They also gain the power of False Dark Side Aura at the highest available level for their rank, allowing their subterfuge to go unnoticed and unsuspected.
Jedi Rogue
Jedi Rogues are a type of Sentinel, most often, whose occupation as a Jedi generally goes unnoticed. Of all of the Jedi, they blend in with their surroundings most easily. Rogues are experts in falsifying their identities, both physically and legally, and in addition to being more easily able to forge documents and come up with stories about themselves on the fly, and to assist with this, they receive Alter Image/Masquerade at the highest available level for their rank for free. Jedi Rogues also generally train in the use of a weapon outside of the lightsaber to maintain secrecy, and so gain proficiency in the use of one such weapon (a blaster, electrostaff, vibrosword, bowcaster, etc.) when they take this subclass. Lastly, Rogues are often well-acquainted with the criminal Underworld, and many will obtain a dossier on numerous criminal individuals on their adventures.
Prestige Classes
Jedi Ace (Requires Level 20+, Jedi Starfighter)
Jedi Aces are the highest-ranking pilots of the Jedi naval effort and are often the leaders and teachers of the Jedi Starfighter Corp. Jedi Aces weave through hornet nests of turbolaser fire and missile barrages to deliver their explosive payload with bombs guided perfectly through the Force. Jedi Aces have become so attuned to the usage of Force Meld and Force Direction that it is as innate to them as breathing, gaining both at their highest level for their rank, for free, and gaining access to the Talortai ability of Pathfinding.
Jedi Battlemasters (Requires level 30+, Jedi Warrior or Peacekeeper, Six Classical Lightsaber Forms)
Utter nightmares to face in single combat, Jedi Battlemasters are the greatest lightsaber duelists in the Jedi Order, and teach other Jedi in the martial art of which they have no equal. So perfectly attuned to the Force and how it harmonizes with saber techniques, Jedi Battlemasters enjoy maximum proficiency in one classical lightsaber form of their choice, and one free point in every other classical form.
Jedi Weapon Master (Requires Level 20+, Exotic Weapons Specialist)
When an Exotic Weapon Specialist of the Jedi Order gains master rank and attains true mastery of their chosen weapon and impressive skill with several others, they gain the honorific title of Jedi Weapon Master. Depending on whether they specialized in a melee or ranged weapon, Weapon Masters enjoy four free points, regardless of rank, in either Force Weapon (melee) or Force Direction (ranged).
Jedi Tech Expert (Requires Level 20+, Jedi Slicer)
Tech Experts went beyond the simple manipulations that Slicers focused on, instead preferring complete mastery of technology. Among these abilities are the skills of Hassat-Durr and Mechu-Deru, which they gain free three points in.
Sith Hunter (Requires Level 25+, Fitting Personality and/or Story [Seek GM Approval])
Based upon the Jedi Shadows, the Sixth Line, and the Jedi Covenant, these Jedi are the most unorthodox when it comes to the manner of hunting Sith. Often bearing purple lightsabers and occasionally bearing red lightsabers as their enemies do, they are well-equipped to slip into the enemy’s ranks to assassinate their top dogs or tap into the other side of the Force to grant an edge in a bloody, desperate battle. A Sith Hunter is able, more so than any other class, to dip into the powers of Darkness without succumbing to the temptation to turn completely, for their adherence to the ideology of the Jedi Order is too strong to allow such surrender. Sith Hunters may access two skill trees from the Approaching the Dark category, in addition to any offered by their base class or subclass.
Jedi Coordinator (Requires Level 25+, Jedi Sage)
Jedi Coordinators are Jedi Sages who chose to maintain a focus on the most cerebral Force skills, and are the most powerful support unit on the battlefield, orchestrating strategies and providing mental artillery. Jedi Coordinators gain three free points in Battle Meditation and Force Meld.
Jedi Prophet (Requires level 30+, Jedi Seer)
Responsible for the Prophecy of the Chosen One, Jedi Prophets are Jedi Seers with extraordinary foreknowledge, and instantly gain the maximum proficiency in Precognition possible and gain at the highest level for their rank one other power from the Force Sense tree of their choice.
Jedi Specialist (Requires level 20+, Jedi Sentinel [except Jedi Shadow])
These Jedi Sentinels specialize in whatever area they see fit, and often do so in more than one area, arranging for themselves a wide array of skills for any situation. Jedi Sentinels who choose the path of the specialist may acquire access to three skills from whatever subclasses they choose (only one skill may be learned each subclass).
Jedi Temple Guard (Requires Level 20+, Jedi Sentinel or Jedi Peacekeeper)
Upon attaining sufficient skill as a Jedi Knight, a Sentinel or Peacekeeper may choose to become security for the Jedi temple. Unlike previous iterations, this position is permanent. Sentinels become the gold-white masked legion of guardians ever patrolling the halls and yards of the various Jedi temples and are given special lightsaber-resistant armor and phrik saberstaffs. Physically imposing Jedi Peacekeepers become Jedi Brutes and guard the entrances, warding off aggression through intimidation, and are given Force-imbued phrik armor and lightsaber-resistant saberstaves. Less physically imposing Jedi Peacekeepers become Jedi Snipers, patrolling the heights of temples and striking farther and more accurately than any other, and are endowed with their choice of Force Focus or Saber Throw at maximum proficiency for their rank, depending on whether they are exceptional with their sabers, or elect to use actual rifles.
Jedi Saint (Requires Level 30+, Jedi Healer)
Healers often tout their ability to save lives on the battlefield, but none match the number of lives saved when compared to a Jedi Saint. These Jedi are often pacifists, taking that belief to such an extreme that they believe no man is too far gone, whether it be because of their terminal wounds or their evil ways. Jedi Saints are trained at minimum proficiency in Aura of Healing (4 points), Cure Disease (3 points), and Morichro (4 points) for free.
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