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Twoz

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© © All Rights Reserved
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The Imperials overpowered the small New Republic enclave on the

planet, and struck an alliance with a group of Dathomiri who styled


themselves as a reborn clan of Nightsisters. Although Ranth soon
departed the world when he discovered that Infinity Gate was
inoperable, General Vit and his garrison remained, tasked with
imposing Imperial authority on Dathomir in alliance with the
Nightsisters, investigating the Jedi artifacts on the Chu'unthor, and
recruiting the planet's Force-sensitive warriors for the service of the
Empire.

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.

The Second Imperium

In 19 ABY, Brakiss arrived on Dathomir. A Force-sensitive Imperial


Intelligence agent working with the faction known as the Second
Imperium, he infiltrated the Great Canyon Clan and transformed
them into a new group of Nightsisters, to serve as a recruiting pool
for his Shadow Academy. Brakiss also engineered a social
revolution, so that the new Nightsisters came to treat males as
equals — adding escaped slaves from the other clans to their ranks.
By 22 ABY, some Great Canyon Clan warriors, like Captain
Garowyn, had already undergone thorough training at the Shadow
Academy, and received commissions in the Imperial military.
Survival of the Fittest Is the Rule of the Wild on Dathomir
Later that year, however, Tenel Ka and Luke Skywalker infiltrated the
The Galactic Alliance
Great Canyon, a wide expanse on the planet Dathomir, located just
north of the Frenzied River, and from there were able to reach
By the beginning of the Yuuzhan Vong War, Dathomir was once
Brakiss’s Shadow Academy battlestation. The Great Canyon Clan
again under New Republic protection, and although the planet fell to
gave its youths to the Shadow Academy for training, sometimes
the Yuuzhan Vong during their initial attack in 27 ABY, the invaders
seeking out new recruits for the Shadow Academy from other
soon realized that the native "Jeedai" were going to be harder to
Dathomiri clans. In return the clan received military equipment and
subdue. Dathomir was never fully conquered, and after the war's
support from the Second Imperium.
end, Jedi Master Streen, with the help of Dathomiri Jedi Kirana Ti
and Damaya, did a great deal of work on Dathomir in 30 ABY and
The Great Canyon Clan village contained concentric rings of tents,
founded a Praxeum in order to train the local witches as Jedi. In the
homes, slave's quarters, and workshops that surrounded Clan
following years, Jacen Solo came to the planet and trained in the arts
Mother Mintinee's home, known locally as the Waterhouse due to its
of the indigenous witches. Later, Luke Skywalker and his son Ben
proximity to the clan well. Due to Mintinee's belief in the power of
tracked Vestara Khai to the planet and were rejoined by Han, Leia,
talismans, chimney-like stone piles containing magical talismans
and Allana Solo. The Jedi became involved in some affairs on the
were also found scattered around the village. The village included a
world, including a resurgent clan of Nightsisters and a proposed Sith-
well-fortified stockade for holding rancors that was patrolled by two
Nightsister alliance.
AT-STs. The clan used a strip of packed dirt as a landing pad for
supply ships. The clan's strength was subsequently diminished by
their defeat in the Second Imperium's attack on Yavin 4.

"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."

―Ben Skywalker, proposing the name of the Bright Sun Clan


25
DATHOMIR POINTS OF INTEREST a realm of infinity that housed a central control station which was
used to control the power of infinity.
Several locations and landmarks on Dathomir were incorporated into
the names of witch clans located at or near that location, such as the During the Pre-Republic era, the Infinity Gates were constructed by
clans of the Dreaming River Valley, Red Hills, Singing Mountain, the Kwa though its design was influenced by a Celestial principle.
Misty Falls, Frenzied River, and Great Canyon. Other locations and The development of the Infinity Gates enabled the Kwa to colonize
landmarks on Dathomir are known for other reasons. Some other worlds within their region of space. However, their expansion
examples are listed below. brought them into conflict with the Gree Enclave which had
developed similar devices known as hypergates.
Aurilia
As the Kwa began to wane in power across the galaxy, the Kwa
Aurilia was a mysterious village on the planet Dathomir, founded by a sealed the Infinity Gates and the Star Temples and set guardians to
small group of like-minded Force-sensitive refugees. In about 1 ABY, protect the realm of infinity—whuffa worms with thick hides and
it fell under attack from the Dark Jedi Mellichae and his Sith impressive speed. Following their extermination by the Rakatan
Shadows. They were eventually defeated with the help of an Infinite Empire and the conquest of Dathomir, the surviving Kwa
unidentified spacer and Aurilia recovered and grew into a thriving devolved into the primitive and semi-sentient Kwi.
township.
In 31 BBY, the Nightsisters succeeded in capturing a local Star
Aurilia was originally founded by a small group of Force-sensitive Temple and slaughtered many Kwi. The Nightsisters had intended to
misfits as a place to practice the Force away from the rest of the access the secrets of the Infinity Gate and use it to destroy
galaxy. The village was a simple, rustic place consisting of huts, with Coruscant. However, their plot was thwarted by the Jedi Knight
a stone wall around the perimeter. To protect themselves, the Quinlan Vos, who, using his role as Temple Guardian, redirected the
villagers used their abilities to create a dense mist that surrounded deadly wave aimed at Coruscant back at the Infinity Gate. Only the
the village. This mist could only be penetrated by Force-sensitives. scattered ruins of the Star Temples were left. The Kwi also
disappeared into the deserts.
In around 1 ABY, the cyborg Dark Jedi Mellichae and his non-Force-
sensitive thugs known as the ―Sith Shadows‖ began attacking the
village. Mellichae believed that killing or capturing the village's Force-
sensitive residents would be a good way for him to regain the trust of
Emperor Palpatine and maybe even earn a place at his side. The
villagers worked hard to prepare the village for the attack, but it
sustained significant damage. Eventually, with the help of an
identified spacer, Mellichae was defeated and imprisoned in the
Aurilia Prison.

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.

The Kwa Star Temples and Infinity Gates

The Star Temples were a series of ancient massive pyramid-shaped


buildings constructed by the Kwa to house their Infinity Gates.

The Infinity Gates were an ancient network of structures developed


by the saurian Kwa species of Dathomir during the Pre-Republic era.
They were capable of enabling near-instant interstellar travel
between far-flung locations and could also be used as a
superweapon.

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.

The prison was overseen by the Imperial Inquisitor Olof. Prisoners


kept here were thought to be some of the most dangerous to the
Empire, and as such were left in this remote facility to be forgotten.
The prison was guarded by a regiment of stormtroopers and several
AT-STs were also stationed here.
The product of Imperial bioweapons Project I71A, the Blackwing Virus
Due to the threat posed by the native Nightsisters, Emperor
Quarantine Zone
Palpatine eventually decided maintaining the Imperial forces at
Dathomir was not worth the risk of the Nightsisters possibly escaping
The Quarantine Zone was a region on Dathomir that was
the planet. The prison was subsequently destroyed around 0 BBY by
quarantined by the Galactic Empire in about 1 ABY, following an
Zsinj, then captain of the Victory I-class Star Destroyer Iron Fist. The
27
with Jedi Knights. These warriors made up the bulk of the
Brotherhood's armies.

Jedi Praxeum

The Jedi Praxeum of Dathomir was established by Jedi Masters


Streen and Kirana Ti after the end of the Yuuzhan Vong War to help
in the recovery efforts there after the Yuuzhan Vong's conquest and
subjugation of the planet and to train the locals to become Jedi
Knights.

Due to Darth Caedus holding the Ossus Jedi Academy hostage


during the Second Galactic Civil War, the staff and students of the
Jedi Praxeum of Dathomir were evacuated by the Jedi Order to a
base on Endor, and later Shedu Maad. As of 43 ABY, the Dathomiri
Praxeum remained abandoned.

The Tzarina Crash Site

The Tzarina was a passenger transport starship operated by the


space travel agency Star Tours. The vessel was of a Corellian design
very similar to a CR90 corvette.

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.

"I have a small task for you, my pet.


Not far from here you’ll find a crashed
spaceship. I need you to go there and
search the wreckage."

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

The Sith academy of Dathomir was established by the Brotherhood


of Darkness near the end of the New Sith Wars. They used it to train
Sith adepts and acolytes. Trainees here were apprenticed to Sith
Masters. The skills learned here equipped adepts with abilities on par
28
ALLIES AND ADVERSARIES
Dathomiri Zombie CL 1
Army of the Dead Medium Zombie nonheroic 3
Int +2; Senses Perception +8
The Army of the Dead were made up of undead Dathomirian Languages none
Nightsister zombies that participated in a fight to hold back a Defenses Ref 13 (flat-footed 13, Hard to injure 18), Fort 15, Will –
Separatist Droid Army invasion. The army was summoned by Old HP 9; Threshold 15
Daka, who was among the wisest of the Nightsisters, by using a Speed 3 Squares
resurrection spell that spread in to a Nightsister graveyard and Melee Claw +5 (1D4+3) or
opened the cocoons that held the undead warriors. The army helped Melee Bite +5 (1D6+3)
Asajj Ventress and the rest of the Dathomirians to destroy the droid Base Atk +2; Grp +5
invasion and prevent them from getting to the village of Talzin, Clan Atk Options pin, trip
Mother of the Nightsisters. Most of the army engaged the enemy Abilities Str 16, Dex 10, Con 10, Int 2, Wis 14, Cha 2
without any weapons of some sort except their arms and legs. The Feats Pin, Trip
army perished when General Grievous assaulted and captured the Skills Perception +8
village and destroyed the entrance of the hidden cave in which Talzin Nonliving - Zombies do not need to eat, breath, or sleep. They are
and Old Daka had summoned the ferocious warriors. Grievous lso immune to poison, disease, radiation, non corrosive atmospheric
executed Old Daka with a stab through the witch's stomach, resulting hazards, vacuum, mind-affecting effects, stunning effects and any
in the destruction of all the warriors of the dead army and leaving the other effect that works only on living targets.
Nightsisters to be greatly outnumbered and executed. Hard to injure - Due to the fact that only a direct attack to the central
nervous system will harm a Zombie, Zombies are always considered
as having soft cover for the purposes of being attacked. Note that as
normal soft cover can be negated by aiming or the Sniper feat.
Shambling - Zombies may not spend a full round action to run nor
can they take standard action to charge.
Zombie Defenses - Zombies get a natural armor bonus of +3 and a
species fortitude bonus of +5.
Sense the Living - Zombies may ignore the effects of cover and
concealment (but not total cover) against any living target within 10
squares.
Moan - Time: standard action. Target: any intelligence 3 or higher
creature capable of hearing within 12 squares. Roll: 1D20+5 if this
roll exceeds the targets will defense they are filled with fear causing
them to run from the zombie at top speed for 1 minute. The affected
creature stops fleeing if it is wounded. The effect is negated if the
target's level is equal or higher than the zombie's level. This is a fear
effect.
Infection - 15 minutes after being bitten and every 15 minutes
afterwards roll 1D20+5 vs the fortitude defense of any zombie bite
victim if the roll meets or exceeds the target's fortitude defense they
move one step down on the condition track. This is a persistent
condition. When they reach Helpless they become a zombie with all
the same traits as a standard zombie (if they are wearing any
equipment such as combat gloves or armor they get bonuses for it)
unless they are treated for the infection (Treat Injury DC 15 , requires
zombie antivirus and medical kit) before they turn.

Old Daka summons the Army of the Dead

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

" Never concede to evil. That is our


oldest and most sacred law. When we
concede to evil, even in a small way, we
feed it, and it grows stronger. "

―Augwynne Djo, Clan Mother of the


Singing Mountain Clan

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. "

― Gwynanya Djo, daughter of Clan Mother Augwynne Djo of the Singing


Mountain Clan

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