Twoz
Twoz
Over the next months, Vit and his men reconditioned the old Imperial
prison facility, and began rounding up the hostile Dathomiri and
incarcerating them. Soon, the Singing Mountain Clan had been
imprisoned in the camp, and prison columns from the defeated
Dreaming River Clan were being marched under guard to join them.
At this point, a miscellaneous group of heroes and rogues arrived on
the planet, including renegade special forces officer and Jedi
Praxeum trainee Dal Konur, as well as Imperial Royal Guard Kir
Kanos. Working together with the Dathomiri resistance, they
succeeded in ousting Vit and the Imperials; but neither the Empire
nor the Nightsisters had been permanently destroyed.
"I am as ancient as time and yet constantly newborn. Nothing lives without me, and without
me there is no hope. Yesterday's children smiled at me, and tomorrow's children will as well."
Afterwards, the village retreated into the mist and cut itself off from
the rest of the galaxy. The mist eventually cleared to reveal a new
Aurilia, one that had been rebuilt into a much larger township. Pilots
and spacers from across the galaxy flocked to the new Aurilia to
purchase rare items from the traders there and to take on dangerous
and exciting quests from the Adventurers' Guildhall.
Through what the Kwa called the "power of the cosmos", the Infinity
Gates were able to transport them across the galaxy or project
devastating Infinity Waves. The Gates were accessed from a Star
Chamber within massive pyramidal structures known as the Star Quinlan Vos Outside a Kwa Star Temple
Temples.
In 12 ABY, Sigit Ranth investigated the Star Temple on Dathomir for
The Star Temples and associated buildings contained traps which the Imperial Remnant, but finding no remains of the Star Chamber,
protected the Chambers from intruders. Inside each Star Temple was
26
abandoned the project, while the Remnant instead concentrated on prison, including Imperial troops who survived the bombardment,
recruiting Nightsisters as part of Project Nightsaber. were then completely abandoned by the Empire. For his action in
destroying the prison and all means of transport off Dathomir, Zsinj
The Shattered Ridge was promoted to the rank of Admiral.
The Shattered Ridge was a chain of mountains located on the planet However, within a year of the prison's destruction, the Empire
Dathomir. The Nightsisters thought the melting of the snow on the realized the necessity of a maximum security prison on a low
slopes of the Shattered Ridge foreshadowed a mythical event known population world. The Empire reconstructed most of the prison on top
as the Wild Hunt, an ancient Nightsister folk myth that held that once of the remains of the old one.
every year, ethereal riders visible as dark figures with glowing eyes
would come out of the spirit realm to gallop through the woods, Nightsister Stronghold
shouting hunting calls and taking with them any who crossed in their
path. The Nightsister Stronghold was located on Dathomir, the homeworld
of the Nightsisters. It served as a refugee settlement for the exiled
Mother Talzin, head shaman of the Nightsisters during the Clone witches.
Wars, claimed in her instructional treatise on the Nightsisters entitled
Wild Power, to have personally witnessed a Wild Hunt. According to Right outside the walls of the stronghold was the entrance to the
her, it was conjured by the Fanged God when the four moons of Rancor Cave, where many rancors lived. In the deepest part of the
Dathomir were at their brightest and the snow had melted on the caverns lay the entrance to the Chamber of Banishment, guarded by
slopes of the Shattered Ridge. Nightsisters and opened only with the Key of Exile. Nightsister
Axkva Min was imprisoned within the chamber because of her
Rancor Base practice of draining the life from her pupils in order to increase her
own power. She possessed a fragment of the Codex of Tython, an
Rancor Base was Warlord Zsinj's secret headquarters in orbit over ancient Jedi Holocron. An agent of the Alliance to Restore the
Dathomir during the Imperial era. The orbital complex contained a Republic, who was seeking to reassemble the holocron, came
shipyard with drydock that was used to service his fleet, which looking for Min, accessed the chamber using the Key of Exile,
included the Executor-class Star Dreadnought Iron Fist. It was at this provided by Sarguillo, a Zabrak in charge of defending the village of
shipyard that Zsinj and his engineers developed the TIE Raptor, Aurilia during the Galactic Civil War. There, the agent found several
which was used by the warlord's Raptors. Nightsisters guarding a large crystal which contained the essence of
Axkva Min trapped within. The Codex, possessed by the Rebel, then
The base and its shipyard were destroyed in 8 ABY by a battle fleet launched a bolt of energy to the crystal, destroying it and freeing
sent to Dathomir by Ta'a Chume, the ruler of the Hapes Consortium, Axkva Min. She attacked the intruder, but was defeated and asked
in an effort to rescue her son Isolder and Leia Organa. him to take her life, seeing it as a preferable fate to eternal
imprisonment. The Rebel, however, was only looking for the crystal,
Dathomir Imperial Prison worn on a chain around the witch's neck. When this fragment was
installed back into the Code, another arc of energy jumped from the
Dathomir had a long history of use as a penal colony. The first time it Codex to the banishment crystal. The figure of Axkva Min was
was used in this manner was around 600 BBY when the Jedi Knight transported inside again and the scattered pieces of the crystal
Allya was exiled to the planet—her descendants became the Force- reformed themselves with her essence inside. Once again, the
sensitive natives known as the Witches of Dathomir. Queen of the Nightsisters was trapped within.
Ever since, the Galactic Republic had used the planet as a place to Later Axkva Min was killed by a group of spacers as she attempted
send various criminals and outcasts of society. These people were to escape.
left on the planet with no possible means of escape to live out the
rest of their lives in solitude.
During the Imperial era, Dathomir Imperial Prison was built sometime
prior to the Galactic Civil War. The complex was overseen by
Warden Vinzel Haylon.
Jedi Praxeum
At the time of the Battle of Yavin, the Tzarina was involved in a tragic
accident that cost most of its passengers their lives. For unknown
reasons the ship's droid captain decided to change course towards
Yavin to show his passengers "something neat". Once there, the
yacht collided with an unidentified TIE fighter variant that was
tumbling out of control through space. The collision caused the
Tzarina's hyperdrive to initiate and throw the ship into hyperspace.
When it fell out of hyperspace half a galaxy away it crash landed on
Dathomir. Only one passenger was known to survive the crash and
find his way to the Dathomir Trade Outpost, where he told others his
story.
The Jedi Praxeum on Dathomir Founded by Masters Streen and Kirana Ti ―Nightsister of the Spiderclan
Xxxxxxxxxxxxxxxxxxxxxxx
outbreak of the blackwing virus. The virus killed most of the people
inside the Zone and turned them into zombies. The survivors
established five camps inside the Zone, Camp Alpha, Camp Beta,
Camp Gamma, Camp Delta and Camp Epsilon, to live in safety.
However, the camps all came under regular attack from the zombies.
Sith Academy
29
Dathomiri Witch
The Dathomiri Witches are female Human Force-users who hail from the
primitive world of Dathomir. The Dathomiri Witch described here could
represent a particularly powerful leader of one of the various clans.
Trained in the powers of the Force through unorthodox methods, the
Dathomiri Witch is a master at clouding a person's mind or seeing into the
future. Her command of the beasts of her planet is second to none, and
she often travels with one more animal companions who protect her from
harm. Each clan has its own interpretation of how the Force should be
utilized, but most abide by the edict "Never concede to evil." Members of
the clan called the Nightsisters are a exception to this rule, since they
practice forbidden powers that traditional Force-users would recognize as
being of the dark side.
30
Dathomiri Witch Clan Mother CL 15 Unwavering Resolve [CWCG p.32], Weapon Proficiency (pistols,
Medium Human Female scout 5/noble 2/Force adept 5/Force disciple rifles, simple weapons) [Core p.89]
3 Trained Skills Endurance +12, Initiative +12, Knowledge (galactic
Destiny 3; Force 6 (3d6) lore) +13, Perception +20, Persuasion +10 (may Use the Force +20
Init +12; Senses Use the Force +20 to change the attitude of a beast instead), Ride +12, Stealth +12,
Languages Basic, Paecian, Zabrak, 1 unassigned Survival +15, Use the Force +20 (may reroll as a full-round action but
Defenses Ref 28 (flat-footed 28), Fort 28, Will 34; Primitive Block must keep the result of the reroll even if worse)
[KOTOR p.38] Untrained Skills Acrobatics +7, Climb +9, Deception +10, Gather
Defenses against any Use the Force checks Fort (& Threshold) Information +10, Jump +9, Knowledge (bureaucracy) +8, Knowledge
33, Will 39; immune to mind-affecting Force powers (life sciences) +8, Knowledge (physical sciences) +8, Knowledge
Defenses against Deception and Persuasion Will 39; (social sciences) +8, Knowledge (tactics) +8, Knowledge
hp 85; second wind +21/42; Threshold 28 (technology) +8, Mechanics +8, Pilot +7, Swim +9, Treat Injury +10,
Immune mind-affecting effects Use Computer +8
Speed 6 squares Possessions empowered spear
Melee spear +11 (2d8+9) or
Melee spear +11 (2d8+11) with both hands or Force power attack:
Melee spear +12 (2d8+2d6+11) with both hands and Battle Strike DC -swift: Motion of the Future; spend Farseeing power and force an
20 or attacker to reroll the attack roll (or Use the Force check) against you,
Melee spear +12 (2d8+3d6+11) with both hands and Battle Strike DC keeping the second result.
25 or -standard: Mind Shard; use a FP to add +1/2 damage dice OR affect
Melee unarmed +11 (1d4+9) 1 additional target OR reroll your UtF check and keep the better
Ranged by weapon +9 result OR add +2d8 damage.
Base Atk +9; Grp +11 -swift: Battle Strike (if you plan to attack next round) OR use recover
Special Actions Adept Spellcaster [Core p.107], Bonded Mount OR second wind
[JATM p.18], Empower Weapon [Core p.214], Motion of the Future -reactions: Primitive Block (UtF vs. melee attack), Intercept (UtF vs.
[JATM p.17], Mounted Combat [TUR p.27] ranged attack), Improved Rebuke (Utf vs. UtF; you can activate this if
Force Powers Known (Use The Force +20) battle strike (2) [Core any ally within 12sq is the target of a Force power)
p.96], farseeing (3) [Core p.96], Force whirlwind [KOTOR p.51],
intercept (2) [JATM p.27], levitate [CWCG p.50], mind shard (4) (may Force power attack 2:
spend a Force point to reroll and keep better result) [JATM p.28], -full-round: Mind Shard + Adept Spellcaster, you can reroll your UtF
mind trick(2) [Core p.98], rebuke (3) [Core p.100], vital transfer (2) check but you must keep reroll. Use a FP to add +1/2 damage dice
[Core p.100] OR affect 1 additional target OR reroll your UtF check and keep the
Force Techniques Improved Rebuke [TFU p.89], Improved Vital better result OR add +2d8 damage.
Transfer [KOTOR p.54] -reactions: same as above
Force Secrets Devastating Power [Core p.103], Multitarget Power
[Core p.103] Melee attack:
Abilities Str 14, Dex 10, Con 10, Int 13, Wis 16, Cha 16 -swift: Battle Strike
Special Qualities prophet -move: move into melee range (or use Battle Strike a second time
Talents Adept Spellcaster [Core p.107], Bonded Mount [JATM p.18], and stack damage bonus)
Charm Beast [Core p.107], Command Beast [Core p.107], Empower -standard: attack or charge and apply Battle Strike bonus
Weapon [Core p.214], Force Perception [Core p.101], Force Power -reactions: same as above
Adept (mind shard) [Core p.214], Motion of the Future [JATM p.17],
Primitive Block [KOTOR p.38] Healing round:
Feats Force Sensitivity [Core p.85], Force Training (5) [Core p.85], -standard: Improved Vital Transfer, heal an ally within 6sq
Linguist [Core p.86], Mounted Combat [TUR p.27], Skill Focus (Use -swift: use recover OR second wind
the Force) [Core p.88], Unstoppable Force [CWCG p.31], -reactions: same as above
31
Frenzied River Clan distance and direction from you, and whether you've met them before
or not. Another Force-user within range can try to conceal her
The Frenzied River Clan was a Dathomiri Witch clan village located presence from you by making an opposed Use the Force check. If
near the Frenzied River on Dathomir. Their teachings were similar to she equals or exceeds your Use the Force check, you don't sense
the Jedi Order's in that they were geared towards the light side of the her presence at all. This will enable you to activate talents like
Force. The Frenzied River Clan was slightly more technologically Attuned and Focused Attack, which require you to know that your
advanced than other Dathomiri Witches, in that they were able to target has a DSS of 1+.
create and arm their warriors with the San-ni Staff, which is
composed of Phrik alloy and is able to Block as a lightsaber does. Round 1:
Frenzied River Warriors are the first defense against Nightsister -swift: Battle Strike
raiders. They are usually found in groups with at least one Frenzied -move: move into melee range
River Mystic. -standard: charge or attack
-reactions: Block
-no action: 1/enc, when you are targeted or affected by a non-
Frenzied River Clan Warrior (Dathomiri Witch) CL 4
damaging Force power or Force talent originating from an ally, you
Medium Female Human Jedi 1/soldier 3
gain one temporary FP.
Force 2
Init +9; Senses Perception +9
Languages Basic
Frenzied River Clan Mystic
Defenses Ref 17 (flat-footed 15), Fort 16, Will 17; Block [Core p.41]
hp 46; second wind +11/23; Threshold 16
Despite their clan name, a Frenzied River Mystic is in tune with the
Speed 6 squares
light side of the Force, drawing on its powers of peace to aid in her
Melee san-ni staff* +6 (2d6+6) with both hands or
defense and the defense of those with her, usually Frenzied River
Melee san-ni staff* +1/+1 (2d6+4) with Dual Weapon Mastery or
Warriors.
*you can spend a FP to reroll an attack against a creature with a
DSS 1+ keeping the better result.
Frenzied River Clan Mystic (Dathomiri Witch) CL 6
*when you roll a natural 20 against a target with a DSS 1+, you can
Medium Human Female nonheroic 4/scout 1/Jedi 1/soldier 1/Force
activate malacia as a free action
adept 2
Melee unarmed +6 (1d4+4)
Force 4
Ranged by weapon +6
Init +9; Senses Perception +12
Base Atk +4; Grp +6
Languages Basic, Paecian
Atk Options Dual Weapon Mastery
Defenses Ref 17 (flat-footed 17), Fort 17, Will 22; At Peace [CWCG
Special Actions Attuned [CWCG p.53], Focused Attack [CWCG
p.53]
p.53]
Defenses with At Peace Ref 19 (flat-footed 19), Fort (& Threshold)
Force Powers Known (Use The Force +13) battle strike (2) [Core
19, Will 24;
p.96], malacia [CWCG p.51]
hp 34; second wind +10/17; Threshold 17
Abilities Str 14, Dex 14, Con 10, Int 10, Wis 15, Cha 12
Speed 6 squares
Talents Attuned [CWCG p.53], Block [Core p.41], Focused Attack
Melee quarterstaff +6 (1d6+2) or
[CWCG p.53]
Melee unarmed +6 (1d4+2)
Feats Armor Proficiency (light) [Core p.82], Dual Weapon Mastery I
Ranged by weapon +6
[Core p.84], Force Sensitivity [Core p.85], Force Training [Core p.85],
Base Atk +6; Grp +6
Jedi Familiarity [CWCG p.31], Skill Focus (Use the Force) [Core
Special Actions At Peace [CWCG p.53], Surge of Light (2) [CWCG
p.88], Weapon Proficiency (advanced melee, simple weapons) [Core
p.53]
p.89]
Force Powers Known (Use The Force +16) enlighten (5) [LECG
Trained skills Initiative +9, Perception +9, Use the Force +13
p.54], Force blast (2) [TFU p.86], inspire (3) [JATM p.27], rebuke (2)
Untrained skills Acrobatics +4, Climb +4, Deception +3, Endurance
[Core p.100], slow (3) [KOTOR p.52], vital transfer [Core p.100]
+2, Gather Information +3, Jump +4, Knowledge (bureaucracy) +2,
Force Techniques Improved Enlighten [LECG p.56]
Knowledge (galactic lore) +2, Knowledge (life sciences) +2,
Abilities Str 10, Dex 10, Con 10, Int 13, Wis 17, Cha 15
Knowledge (physical sciences) +2, Knowledge (social sciences) +2,
Talents At Peace [CWCG p.53], Mystical Link [TUR p.30], Surge of
Knowledge (tactics) +2, Knowledge (technology) +2, Mechanics +2,
Light (2) [CWCG p.53]
Persuasion +3, Pilot +4, Ride +4, Stealth +4, Survival +4, Swim +4,
Feats Force Sensitivity [Core p.85], Force Training (4) [Core p.85],
Treat Injury +4, Use Computer +2
Skill Focus (Use the Force) [Core p.88], Skill Training* (Initiative,
Possessions san-ni staff
Knowledge [life sciences], Ride, Survival) [Core p.88], Weapon
House rule Jedi starting feat swap: Weapon Proficiency (advanced
Proficiency (simple weapons) [Core p.89]
melee) insetad of (lightsabers)
Skills Initiative +9, Knowledge (galactic lore) +10, Knowledge (life
sciences) +10, Perception +12, Ride +9, Survival +12, Use the Force
Frenzied River Clan Warrior Tactics:
+16
Before combat:
Possessions quarterstaff
-As a full-round action, you can Sense Force to actively sense only
*House rule multiclass grants Skill Training instead of starting class
Force-users with a Dark Side Score of 1 or higher out to a range of
feat
100 kilometers. If you succeed on a DC 15 Use the Force check, you
know how many Force-users are within range, their approximate
32
Frenzied River Clan Mystic Tactics: Frenzied River Clan Shaman Tactics:
Round 1: Before combat:
-no action: At Peace, spend a Force Point to gain a +2 Force bonus -As a full-round action, you can Sense Force to actively sense only
to all defenses until the end of the encounter or until you attack Force-users with a Dark Side Score of 1 or higher out to a range of
-swift: Enlighten on a Frenzied River Warrior 100 kilometers. If you succeed on a DC 15 Use the Force check, you
-swift: Inspire on a Frenzied River Warrior know how many Force-users are within range, their approximate
-standard: Slow on an opponent distance and direction from you, and whether you've met them before
-reactions: Rebuke or Enlighten or not. Another Force-user within range can try to conceal her
presence from you by making an opposed Use the Force check. If
Round 2: she equals or exceeds your Use the Force check, you don't sense
-swift: Enlighten on a Frenzied River Warrior her presence at all. This will enable you to activate talents like
-swift: Inspire on a Frenzied River Warrior; spend a FP to grant 2d6 Attuned and Focused Attack, which require you to know that your
bonus hp target has a DSS of 1+.
-standard: Slow or Force Blast* or Vital Transfer or Mystical Link (DC
30 UtF to regain spent power or gain temporary FP) OR Round 1:
-swift: Surge of Light, 2/enc, regain a spent [light side] power -swift: Manifest Guardian Spirit, spend a FP, your guardian spirit
(enlighten, inspire, vital transfer) appears in any square within 6 squares of you, you gain +1 attack,
-reactions: same as above +2 UtF, and +2 Will when it’s within 12sq. Any enemy within 3sq of it
*note, once you use Force Blast, the defense bonuses from At Peace takes -2 to Will and attack rolls against you. You can move the
end. guardian spirit up to 6sq as a swift action once per turn.
-standard: activate Force light, Force stun, Force whirlwind, plant
Frenzied River Clan Shaman (Dathomiri Witch) CL 15 surge, or vital transfer**
Medium Human noble 7/Force adept 6/Force disciple 2 -free: Vital Encouragement, 2/enc, your guardian spirit grants you 17
Destiny 2; Force 7, Guardian Spirit bonus hp
Init +12; Senses Perception +16 -reactions: Obscure* (impose -5 attack penalty on target) or Rebuke*
Languages Basic, Felucianese, Ithorese, Kel Dor, Paecian, Zabrak -no action: Crucial Advice, 2/enc you can reroll a failed UtF check
Defenses Ref 29 (flat-footed 29), Fort 28, Will 35 with a +2 bonus; applies to Force stun, Obscure, and Rebuke.
Defenses with Guardian Spirit Will 37
hp 75; second wind +18/37; Threshold 28 *You can spend a FP to regain all spent uses of Obscure. This does
Immune mind-affecting effects not count towards the 1 FP per round limit.
Speed 6 squares **You can spend a DP to fully heal a target with vital transfer within
Melee quarterstaff +9 (1d6+6) or 6sq of all damage and remove all of the target's debilitating
Melee unarmed +9 (1d4+6) conditions.
Ranged by weapon +10
Base Atk +10; Grp +10 Round 2:
Special Actions Crucial Advice [JATM p.17], Elder’s Knowledge -move: maintain Force Whirlwind if you activated previous round
[TUR p.24], Force Talisman, Manifest Guardian Spirit [JATM p.17] -standard: maintain Improved Force Light if you activated previous
Force Powers Known (Use The Force +20, +22 with Guardian round
Spirit) farseeing [Core p.96], Force light (3) [JATM p.25], Force stun -swift: spend a FP to activate Force stun, Force whirlwind, plant
(2) [Core p.98], Force whirlwind (2) [KOTOR p.51], obscure (4) surge, or vital transfer
[LECG p.54], plant surge (2) [JATM p.28], rebuke (2) [Core p.100], -free: Vital Encouragement (if necessary)
sever Force (2) [Core p.100], vital transfer (2) [Core p.100] -reactions: same as above
Force Techniques Advanced Vital Transfer [CWCG p.54], Improved
Force Light [JATM p.37], Improved Vital Transfer [KOTOR p.54]
Force Secrets Quicken Power [Core p.103]
Abilities Str 9, Dex 10, Con 10, Int 14, Wis 18, Cha 17
Special Qualities prophet
Talents Crucial Advice [JATM p.17], Distracting Apparition [JATM
p.17], Focused Force Talisman (Obscure) [CWCG p.40], Force
Talisman [Core p.214], Greater Focused Force Talisman [CWCG
p.40], Guardian Spirit [JATM p.16], Manifest Guardian Spirit [JATM
p.17], Vital Encouragement [JATM p.17]
Feats Elder’s Knowledge [TUR p.24], Force Sensitivity [Core p.85],
Force Training (4) [Core p.85], Linguist [Core p.86], Recurring
Success (Crucial Advice, Vital Encouragement) [GOI p.28], Skill
Focus (Knowledge [galactic lore], Use the Force) [Core p.88],
Weapon Proficiency (pistols, simple weapons) [Core p.89]
Skills Initiative +12, Knowledge (galactic lore) +19, Knowledge (life
sciences) +14, Knowledge (physical sciences) +14, Perception +16,
Persuasion +15, Ride +12, Treat Injury +16, Use the Force +20
Possessions Force talisman (+1 Ref), quarterstaff
33
Raining Leaves Clan Hunter (light-side) CL 4 Singing Mountain Sentry CL 7
Medium Human Female Scout 4 Medium Female Human nonheroic 3/soldier 3/scout 1/Force adept 2
Initiative +8; Perception +8 Force 3
Defenses Ref 17, Fort 16, Will 15 Init +10; Senses Perception +12
HP 41 (Threshold 16) Languages Basic, Paecian
Speed 6 squares Defenses Ref 19 (flat-footed 18), Fort 18, Will 23
Melee Spear +5 (1d8 +6) hp 37; second wind +11/18; Threshold 18
Ranged Spear +4 (1d8+2) Speed 6 squares
Base Attack +3; Grp +5 Melee spear +10 (2d8+6) or
Force Powers Battle Strike, Force Grip Melee spear +10 (2d8+9) with both hands or
Abilities Str 14 Dex 13 Con 13 Int 9, Wis 12 Cha 14 Melee spear +8 (3d8+9) with Rapid Strike or
Talents Hidden Movement, Charm Beast Melee unarmed +10 (1d4+6) or
Feats Force Sensitivity, Force Training, Skill Focus (Use the Melee unarmed +8 (2d4+6) with Rapid Strike
Force), Shake it off, Mighty Swing, Dodge Ranged spear +10 (2d8+6)
Trained Skills Endurance +8, Initiative +8, Perception +8, Ride +8, Base Atk +6; Grp +9
Use the Force +14 Atk Options Mighty Throw [TFU p.33], Rapid Strike [Core p.88]
Possessions Nightsister robes Special Actions Adept Spellcaster [Core p.107], Empower Weapon
[Core p.214]
Raining Leaves Clan Hunter (light-side) CL 8 Force Powers Known (Use The Force +13) battle strike (2) [Core
Medium Human Female Scout 4/ Jedi 4 p.96], Force stun (3) [Core p.98], plant surge (2) [JATM p.28], rebuke
Initiative +11; Perception +10 [Core p.100]
Defenses Ref 22, Fort 20, Will 20 Force Techniques Improved Plant Surge [JATM p.37]
HP 67 (Threshold 20), see Damage Reduction 10 Abilities Str 16, Dex 13, Con 11, Int 12, Wis 17, Cha 9
Speed 6 squares Talents Adept Spellcaster [Core p.107], Charm Beast [Core p.107],
Melee Spear +9 (1d8+8) Command Beast [Core p.107], Empower Weapon [Core p.214]
Lightsaber +9 (2d8+8) Feats Armor Proficiency (light) [Core p.82], Force Sensitivity [Core
Ranged Spear +9 (1d8+4) p.85], Force Training (2) [Core p.85], Mighty Throw [TFU p.33], Rapid
Base Attack +7; Grp +9 Strike [Core p.88], Skill Focus (Use the Force) [Core p.88], Skill
Force Powers Battle Strike, Force Grip Training (Perception, Ride) [Core p.88], Weapon Focus (simple
Abilities Str 14 Dex 14 Con 13 Int 10 Wis 12 Cha 14 weapons) [Core p.89], Weapon Proficiency (simple weapons) [Core
Talents Hidden Movement, Charm Beast, Damage Reduction 10, p.89]
Force Recovery Trained Skills Initiative +10, Perception +12, Ride +10, Survival +12,
Feats Force Sensitivity, Force Training, Skill Focus (Use the Force), Use the Force +13 (may reroll as a full-round action but must keep
Shake it off, Mighty Swing, Dodge, Weapon Profi ciency (lightsaber), the result of the reroll even if worse)
Power Attack, Mobility, Cleave Untrained Skills Acrobatics +5, Climb +7, Deception +3, Endurance
Trained Skills Endurance +10, Initiative +11, Perception +10, Ride +4, Gather Information +3, Jump +7, Knowledge +5, Mechanics +5,
+10, Use the Force +16, Survival +12 Persuasion +3 (may Use the Force +13 to change the attitude of a
beast instead), Pilot +5, Stealth +5, Swim +7, Treat Injury +7, Use
Raining Leaves Clan Hunter (light-side) CL 12 Computer +5
Medium Human Female Scout 4/ Jedi 5/ Force Adept 3 Possessions ceremonial garb, 3 spears
Initiative +13; Perception +12
Defenses Ref 26, Fort 26, Will 27 Plant Surge Tactics:
HP 99 (Threshold 26) Round 1:
Speed 6 squares -standard (or full-round with Adept Spellcaster): Improved Plant
Melee Spear +12 (1d8+10) Surge, and maintain as swift action
Lightsaber +12 (2d8+10) -reactions: rebuke
Ranged Spear +9 (1d8+4)
Base Attack +10; Grp +12 Round 2:
Force Powers Battle Strike x2, Force Grip, Rebuke -swift: maintain Plant Surge
Force Technique Force Point Recovery -standard: Force Stun, or attack with spear (with Battle Strike as
Abilities Str 15 Dex 14 Con 14 Int 10 Wis 12 Cha 14 swift)
Talents Hidden Movement, Charm Beast, Damage Reduction 10,
Force Recovery, Equilibrium, Command Beast, Empower Weapon Force Stun Tactics:
Feats: Force Sensitivity, Force Training x2, Skill Focus (Use the Round 1:
Force), Shake it off, Mighty Swing, Dodge, Weapon Profi ciency -move: move into range if necessary
(lightsaber), Power Attack, Mobility, Cleave, Force Boon -standard (or full-round with Adept Spellcaster): Force Stun
Trained Skills Endurance +12, Initiative +13, Perception +12, Ride -reactions: rebuke
+12, Use the Force +18, Survival +12
Possessions Nightsister robes Round 2:
-standard: Force Stun, or attack with spear (with Battle Strike as
swift)
34
Gwynanya Djo, Dathomiri Witch Chieftain CL 9
Medium Female Human nonheroic 6/noble 1/scout 1/soldier 1/Force
adept 3/Force disciple 1
Force 8
Init +11; Senses Perception +14
Languages Basic, Huttese, Ithorese, Paecian, Phindian, Talz,
Whiphid, Zabrak
Defenses Ref 25 (flat-footed 22), Fort 22, Will 27
hp 59; second wind +14/29; Threshold 22
Immune mind-affecting effects
Speed 6 squares
Melee quarterstaff +7 (2d6+3) or
Melee unarmed +7 (1d4+3)
Ranged by weapon +7
Base Atk +7; Grp +7
Special Actions Adept Spellcaster [Core p.107], Empower Weapon
[Core p.214], Force Talisman
Force Powers Known (Use The Force +18) battle strike (2) [Core
p.96], farseeing [Core p.96], Force stun (3) (may spend a Force point
to reroll and keep better result) [Core p.98], malacia (2) [CWCG
p.51], plant surge (2) [JATM p.28], rebuke (2) [Core p.100]
Force Techniques Improved Force Stun [KOTOR p.54]
Abilities Str 10, Dex 11, Con 12, Int 16, Wis 16, Cha 15
Special Qualities prophet
Talents Adept Spellcaster [Core p.107], Charm Beast [Core p.107],
Command Beast [Core p.107], Empower Weapon [Core p.214],
Force Power Adept (Force stun) [Core p.214], Force Talisman [Core
p.214]
Feats Armor Proficiency (light) [Core p.82], Force Sensitivity [Core
p.85], Force Training (3) [Core p.85], Improved Defenses [Core p.85],
Linguist [Core p.86], Predictive Defense [GAW p.25], Skill Focus
(Use the Force) [Core p.88], Skill Training (Initiative, Survival) [Core
p.88], Weapon Proficiency (simple weapons) [Core p.89]
Trained Skills Initiative +11, Knowledge (galactic lore) +14,
Perception +14, Persuasion +13 (may Use the Force +18 to change
the attitude of a beast instead), Ride +11, Survival +14, Use the
Force +18 (may reroll as a full-round action but must keep the result
of the reroll even if worse)
Untrained Skills Acrobatics +6, Climb +6, Deception +8, Endurance
+7, Gather Information +8, Jump +6, Knowledge +9, Mechanics +9,
Pilot +6, Stealth +6, Swim +6, Treat Injury +9, Use Computer +9
Possessions cheiftain’s garb, force talisman (+1 Ref), quarterstaff
Tactics:
-move into range if necessary
-standard: Improved Force Stun (use FP to reroll, or use Adept
Spellcaster as full-round action). Plant Surge or Malacia are also
options.
-reactions: rebuke
" The Singing Mountain clan is in constant conflict with the Nightsisters, another
clan of Force-users here on Dathomir. "
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