Anonymous
×
Create a new article
Write your page title here:
We currently have 906 articles on Saga Edition RPG Omnibus. Type your article name above or click on one of the titles below and start writing!



Saga Edition RPG Omnibus

Force-sensitive Archetypes

Revision as of 02:31, 12 April 2024 by Tenor1411 (talk | contribs)

This page holds all the different Force‑sensitive archetypes that are not Jedi, Sith, or inherently Dark.

Dathomiri Witch

Dathomiri Witch

Regardless of their actual status in the clan, all Dathomiri Witches are trained in the art of war and are fierce and capable combatants when pressed. A witch knows that she’s never far from her clan sisters and can rely on her spells (Force powers) to call them for aid. Because of her command of beasts, it’s possible that a Dathomiri Witch could be found riding on the planet’s most dangerous predator—the dreaded rancor—making for a seriously challenging encounter.

Dathomiri Witch           (CL 8)

     Threats of the Galaxy, page 11.

Medium Human scout 7 / Force adept 3 NPC

Force: 4

Initiative: +11; Senses: Force Perception;Perception +19

Languages: Basic, Paecian, 1 other

Defenses: Ref 23 (flat-footed 22), Fort 22, Will 27

Hit Points: 64; Damage Threshold: 22

Speed: 6 squares

Melee: spear +6 (1d8+4)

Ranged: spear +8 (1d8+4)

Base Attack: +7; Grapple: +8

Special Actions: Charm Beast, Command Beast, Extra Second Wind, Flight

Force Powers (known) (Use the Force +19): battle strike, move object, rebuke, surge

Force Techniques: Force Point Recovery

Abilities: Str 8, Dex 12, Con 10, Int 14, Wis 16, Cha 18

Talents: Adept Spellcaster, Chamr Beast, Command Beast, Flight, Force Talisman, Force Perception

Feats: Extra Second Wind, Force Sensitivity, Force Training, Skill Focus (Ride), Skill Focus (Survival), Skill Focus (Use the Force), Strong in the Force, Weapon Proficiency (pistols, rifles, simple weapons)

Skills: Acrobatics +11, Endurance +10, Initiative +11, Perception +19, Persuasion +9 (+19 when charming beasts), Ride +16H, Stealth +11, Survival +18, Swim +6, Use the Force +16

Possessions: spear, Force talisman, Dahtomiri rancor companion

H — Human bonus feat or skill.

Force Adept

Force Adept

The galaxy is a vast place, and the Jedi and the Sith are not the only keepers of knowledge of the Force. Many planets boast their own population of talented individuals who are in tune with the Force, although the methods they employ to harness its power can vary wildly. Depending on the world, a Force adept might be seen as a valuable and revered member of society or vilified as a suspicious, even evil practitioner of mysterious power. Regardless, Force adepts are respected by all for their ability to call upon the power of the Force to perform amazing deeds.

     The Force adept provided here represents a more violent individual in tune with the dark side. By tapping into his inner rage, the Force adept turns his weapon into an extension of his body, using his might and personal Charisma to get what he wants. Although this Force adept lacks a lightsaber, he’s still a dangerous individual in melee combat, calling upon the dark side to bolster his natural abilities and become a whirling dealer of death.

Force Adept Encounters

Some Force adepts band together, forming cabals that instruct new recruits in the way of the Force (although they might call it something else)—each group has its own flavor and techniques, some of which can be baffling for more “traditional” Force-users, such as the Jedi or the Sith. Force adepts also have a close connection with mystics, although Force adepts are much more proactive than their contemplative counterparts.

     The martial-oriented Force adept described above could be found alone or leading a group of warriors, who both respect and fear his combat prowess. Force adepts found on more primitive worlds might ride steeds, such as varactyls, instead of vehicles. Because of his connection wiyh the dark side, this Force adept could also accompany Dark Jedi adepts or Sith apprentices, who see the value in utilizing Force adepts’ skills and potential of converting them wholly to the dark side.

Force Adept           (CL 8)

     Threats of the Galaxy, page 10.

Medium Human soldier 7 / Force adept 1 NPC

Force: 3; Dark Side: 1

Initiative: +9; Senses: Perception +10

Languages: Basic

Defenses: Ref 20 (flat-footed 20), Fort 22, Will 23

Hit Points: 83; Damage Threshold: 22

Speed: 6 squares

Melee: vibro-ax +7* (3d10+12)

Base Attack: +7; Grapple: +10

Attack Options: Melee Smash, Power Attack

Special Actions: Damage Reduction 10, Equilibrium

Force Powers (known) (Use the Force +12): battle strike, Force slam, move object, surge

Abilities: Str 16, Dex 10, Con 14, Int 10, Wis 12, Cha 16

Talents: Damage Reduction 10, Devastating Melee Smash[1], Empower Weapon, Equilibrium, Melee Smash

Feats: Armor Proficiency (light, medium), Force Sensitivity, Force Training (2), Power Attack, Weapon Focus (adv melee weapons), Weapon Proficiency (adv melee weapons, pistol, rifles, simple weapons)

Skills: Initiative +9, Perception +10, Use the Force +12

Possessions: Vibro_Weapons#ax

*This weapon is empowered.

Jensaarai Defender

Jensaarai Defender

The Jensaarai are Force-using warriors from Suarbi 7/5. Originally founded by rebel Jedi in the waning days of the Republic, the Jensaarai embrace some Sith teachings while still practicing a great deal of Jedi philosophy. Though they tread close to the dark side in many of their practices, the Jensaarai still maintain the discipline required to serve the Force.

     The Jensaarai are much like Jedi in their study of martial practices, but differ in that a significant event in their training involves the creation of a custom suit of ceremonial armor tailored to the individual Jensaarai Defender. These ceremonial suits of armor resemble creatures that represent personality traits and favored philosophies of their bearers, and Jensaarai attune themselves to their armor in order to fight at maximum efficiency. Though the bulk of the Jensaarai are found on Suarbi 7/5, many venture out into the galaxy to explore and learn more about other worlds before returning to their duties.

Jensaarai Encounters

Jensaarai Defenders are relatively secretive, and they fight only when forced to. They dedicate themselves to protecting their people, the inhabitants of Suarbi 7/5, and the other Jensaarai. When engaged in combat, they tend to fight hard and are unwilling to surrender. They focus their Force power use on defensive situations, preferring to confront enemies head-on rather than through the Force. Jensaarai Defenders usually attack voraciously, hoping to eliminate any threat to their safety and secrecy before the enemy can escape. Jensaarai have a particular disdain for Jedi, and they will seek out a Jedi on the field of combat whenever one is present, to the exclusion of all other foes.

     Encounters involving a Jensaarai Defender rarely include Force-users from other traditions (Jedi or otherwise). Jensaarai Defenders are formidable enemies when encountered in small groups, especially when they can get close enough to engage their enemies in melee combat. Additionally, some Jensaarai design their armors based on favored creatures, and might even have one of those creatures as a pet; for example, a Jensaarai Defender whose armor resembles a vornskr might bring her pet vornskrs into battle to fight at her side.

Jensaarai Defender           (CL 1)

     Threats of the Galaxy, page 51.

Medium Jedi 5 / soldier  3 NPC

Force: 5; Dark Side: 1

Initiative: +11; Senses: Perception +5

Languages: Basic

Defenses: Ref 25 (flat-footed 23), Fort 22, Will 20; Block, Deflect

Hit Points: 85; Damage Threshold: 22

Speed: 6 squares

Melee: lightsaber +13 (2d8+6) or

Melee: lightsaber +13 (3d8+6) with Mighty Swing

Base Attack: +8; Grapple: 11

Attack Options: Mighty Swing

Force Powers (known) (Use the Force +10): battle strike (2), Force slam, surge

Abilities: Str 16, Dex 14, Con 14, Int 8, Wis 12, Cha 12

Talents: Armored Defense, Attune Armor, Block, Deflect, Improved Armored Defense

Feats: Armor Proficiency (light, medium), [[Force‑Sensitivity (feat)|]], Force Training (2), [[Mighty‑Swing (feat)|]], [[Skill‑Training (feat)|]] (Initiavtive), Weapon Focus (feat)

Skills: Initiative +11, Use the Force +10

Possessions: ceremonial armor (+7 armor), lightsaber, comlink, 100 credits

Mystic

Mystic

In the remote corners of the galaxy are places that have never heard of the Jedi, the Sith, or even the Force. However, the Force flows through all living things, and so, many isolated cultures learn to use the Force in their own way. As is to be expected, explanations for these strange powers run the gamut, from gifts from the gods to mastery over some magical power. Regardless of what they consider to be the source of the power, those who succeed in harnessing this energy are referred to as prophets, sorcerers, or mystics.

     Blessed (or cursed) with the ability to use the Force, mystics are not exactly certain what energy they tap when they perform miraculous acts. Since the source of their power is unknown to them and their people, how mystics fit into their societies varies from world to world. Many mystics are reviled, hated, and feared, and thus face lonely existences as exiles, shunned by families and friends alike; these individuals might become dark side adepts. Others are seen as prophets, holy men, or powerful magicians who wield forces beyond understanding. Such mystics command enormous respect and power, having a great deal of influence over their people.

Mystic Encounters

Mystic           (CL 1)

     Threats of the Galaxy, page 59.

Medium nonheroic 6 / scout 3 NPC

Force: 4, Strong in the Force

Initiative: +6; Senses: Force Perception;Perception +5

Languages: Basic, 1 other

Defenses: Ref 13 (flat-footed 13), Fort 15, Will 15

Hit Points: 45; Damage Threshold: 15

Speed: 6 squares

Melee: quarterstaff +5

Base Attack: +5; Grapple: 5

Special Actions: Shake It Off

Force Powers (known) (Use the Force +15): farseeing, mind trick (2), move object rebuke (2)

Abilities: Str 8, Dex 10, Con 14, Int 14, Wis 14, Cha 12

Talents: Force Perception, Visions

Feats: Force Sensitivity, Force Training (2), Shake It Off, Skill Focus (Use the Force), Skill Training (Stealth, Use the Force), Strong in the Force, Weapon Proficiency (feat)

Skills: Endurance +11, Perception +15, Persuasion +10, Stealth +9, Survival +11, Use the Force +15

Possessions: quarterstaff, robes, fetish, pouches of strange powders

Tribal Shaman

Tribal Shaman

Among primitive cultures, certain Force adepts serve as tribal healers or witch doctors, using the power of the Force to cure ailments and mend bones. In addition to their control of the Force. tribal shamans are also proficient in more mundane cures, although their techniques and methods might seem unorthodox compared to physicians in more civilized cultures. Among many groups, tribal shamans also serve as “healers of words,” acting as respected (and neutral) mediators between disagreeing parties. The wise words of the tribal shaman go a long way in repairing any damage caused by political disputes and inspire unity and confidence among their people.

     Although tribal shamans are focused on curing the sick and tending to the wounded, not all of them have taken a vow of nonviolence. Some even accompany their warriors into battle; however, their status and relative lack of fighting prowess means that they are kept to the rear of combat and protected by a cadre of their kinfolk.

Tribal Shaman Encounters

Tribal shamans commonly travel with thugs (generic warriors) or even martial artists (representing elite warriors of the tribe), who protect the from harm.

     Because of their unique connection to the Force, some tribal shamans might be considered insane or at least more than a little strange, speaking in odd cadences and staring off into space. That said, a tribal shaman could also be called upon to serve as an ambassador or representative for a people, who respect his wisdom on such matters-the other party must contend with his unusual behavior, all the while trying not to disrespect the clan and its customs and traditions.

     When forced to defend himself or his people, a tribal shaman might use mind trick to divert an opponent’s attention or otherwise convince that individual to leave and never come back.

Tribal Shaman           (CL 1)

     Threats of the Galaxy, page 11.

Medium noble 5 / scout 2 / Force adept 2 NPC

Force: 4

Initiative: +8; Senses: Perception +12

Languages: Basic

Defenses: Ref 21 (flat-footed 21), Fort 24, Will 27

Hit Points: 77; Damage Threshold: 24

Speed: 6 squares

Melee: knife +5 (1d4+4)

Ranged: knife +5 (1d4+4)

Base Attack: +5; Grapple: 5

Special Actions: Equilibirum, Extra Second Wind. Force Focus

Force Powers (known) (Use the Force +12): farseeing, mind trick, vital transfer (2)

Force Techniques: Force Power Mastery (vital transfer)

Abilities: Str 10, Dex 8, Con 14, Int 12, Wis 16, Cha 26

Talents: Coordinate, Equilibrium, Force Focus, Force Power Adept (vital transfer), Force Recovery

Feats: Extra Second Wind, Force Sensitivity, Force Training, Improved Defenses, Skill Focus (Persuasion, Treat Injury), Weapon Proficiency (pistols, rifles, simple weapons)

Skills: Endurance +11, Perception +12, Persuasion +17, Ride +8, Survival +12, Treat Injury +17, Use the Force +12

Possessions: knife, 4 medpacs

 

Footnotes and References
Please see the following pages or sites for further information:

  1. This was updated or added in the Knights of the Old Republic Campaign Guide.