Traps & Treachery II: A Sourcebook of Deadly Machinations (Legends & Lairs, d20 System)
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Why was she taken, and what is she involved in? A Living Forgotten Realms adventure set in Neverwinter for characters of the Heroic tier levels Conspiracies lie behind every tree, and shadows blur the distinction between friend and foe. Caught between vying powers, a woman stands trial for the murder of her friends. Heroes are needed to prevent the outbreak of a full-scale war.
Can you root out the infernal influence that is the cause of this region's troubles before it is too late? He has invited his most trusted friends and allies to join the crusade for Calimshan's liberation. This is a Quest adventure, which means that all characters in the party must qualify to go on the quest. This is a two-round continuous-play Living Forgotten Realms adventure set in Calimshan for Adventure Levels 18 and These two ALs support character levels ; however, the adventure was written and playtested with the assumption that no character would be below 17th level.
We recommend playing this adventure with level characters, but any legal AL 18 or AL 20 table can play. This quest is surely for the good of Waterdeep, but what will it mean for those who lose their ancient guardian? A two-round continuous-play Living Forgotten Realms adventure set in Waterdeep for characters of the Paragon tier levels We recommend that you allow at least eight hours of play time to complete this adventure. But evil does not wait politely while good finishes making its plans.
Note: This is a large, complex adventure, even for a two-rounder. We recommend that you allow at least eight hours of play time and preferably ten hours to complete this adventure. The would-be hero never returned from his very first quest. Ulmar's younger brother Zelgar stayed behind and now serves as Silvergrail's cleric.
You've arrived just in time to participate in an unexpected family reunion. A Living Forgotten Realms adapted adventure set in the Moonshae Isles for Adventure Level 6 supports characters of levels , but recommended for levels Dungeon adventures may be downloaded by subscribers from the Wizards of the Coast website. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal AL 6 table can play. The DM is expected to use the stat blocks from the published adventure and adjust accordingly.
We recommend that you allow at least six hours of playing time to complete this adventure. All seemed lost, but heroes turned the tide and destroyed a terrible abomination of pure Spellplague energy. The forces unleashed during and after the battle transformed what had been a small local plagueland into the massive Chaos Scar. One of the city's most ardent defenders has recently discovered that uncontrolled magical energy is once again building up along the boundary of the plagueland.
What will you find on the other side? A Living Forgotten Realms adapted adventure set in Elturgard for characters levels but recommended for levels Stick in the Mud is the first part of the Chaos Scar series. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal Adventure Level 2 table can play character levels are eligible for AL 2. Please bear in mind that the stat blocks in the adventure were written for a party of level 1 characters however, the adaptation document does update all the stat blocks to MM3 damage expressions.
Tables of all level characters might not find this adventure challenging. This adventure should be playable from start to finish in the span of a single four-hour LFR game session. Against the Giants Giants have been raiding the civilzed lands, visiting death and destruction upon villages, towns, and farmlands. A band of adventurers has assembled to punish the marauding giants. Against the Giants comprises four individual adventures, which may be found in Dungeon issues Each adventure has been adapted separately for LFR. They can be run individually, or as a four-part Paragon tier series.
Characters who play all four parts regardless of order are eligible for a special Major Quest award. It is therefore possible for a character to "out-level" the series since each part requires a legal table of the adapted AL so, for example, 16th-level characters cannot play ADAP since AL 12 only allows characters of levels A Living Forgotten Realms adapted adventure for Adventure Level 12 supports characters of levels , but recommended for levels This adventure is found in issue of Dungeon. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal AL 12 table can play.
We recommend that you allow at least sixteen hours of playing time to complete this adventure the equivalent of three to four standard LFR rounds. But something has changed. A Living Forgotten Realms adapted adventure for characters levels but recommended for levels This adaptation document does not present adjusted stat blocks for multiple tiers; any legal Adventure Level 14 table can play character levels are eligible for AL Killing Grugnur would surely create disorder and unrest in their ranks.
Until recently, the location of the frost giant stronghold was a well-guarded secret. However, a map has been found This adaptation document does not present adjusted stat blocks for multiple tiers; any legal Adventure Level 16 table can play character levels are eligible for AL The heroes sent to dispatch him, however, are no mere mortals. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal Adventure Level 18 table can play character levels are eligible for AL Halls of Undermountain Beneath the streets of Waterdeep, a sinister dungeon awaits adventurers brave enough to face its perils.
Created ages ago by the wizard Halaster, the sprawling dungeon is a lair for terrible monsters and ruthless villains. In the dark chambers, they hunger for victims and plot the downfall of those who dwell on the streets above. Who will unravel the twisting labyrinth to reveal its secrets, claim its treasures, and stop the foul machinations of the dungeon's denizens? Because of the size of the dungeon, we have broken the LFR adaptation into three parts. We recommend that you play them in order, starting with a brand-new level 1 character, as the published adventure was designed to take a party from level 1 to level 5, but the DM has some leeway to adapt as needed for tables of varying levels as long as the table is legal for Adventure Level 2.
The adaptation documents do not present updated stat blocks for multiple tiers. Each of the three parts of the adventure stands on its own; PCs that successfully complete all three parts are eligible for a special Major Quest award from the upcoming Dungeon adventure Halaster's Haunt which we will of course adapt for LFR when it is published. The design of the sourcebook is more open-ended than has traditionally been the case in published 4th Edition products, leaving many of the details up to the DM. Therefore, it is reasonable to expect that an LFR DM will need to invest more preparation time than usual in order to run these adventures, even using the LFR adaptation documents.
As with all LFR adaptated adventures, you must have a copy of the published Halls of Undermountain sourcebook. The first step is to make the entrance safe. This adventure is found in the Halls of Undermountain sourcebook from Wizards of the Coast. We recommend that you allow at least 16 hours of playing time to complete this adventure the equivalent of three to four standard LFR rounds. A clue to his whereabouts might be located in a section of the dungeon once used as tombs. Between the adventurers and the final step in their search stands nothing short of a full-scale lizardfolk invasion.
These adventures premiered at Gen Con Indy But does a darker purpose hide beneath the sights and sounds of the amusements? Or is the carnival merely a convenient scapegoat for the people of Phsant? Powerful forces both new and ancient endanger the child's welfare. Play of the prior adventure is neither required nor assumed. For years the city of Urmlaspyr, last remnant of free Sembia, cursed to be shrouded in perpetual shadow, lay in between. Now something stirs in the darkest places of the city: something dangerous, something vile, something that will disrupt the fragile balance.
Will the city fall to its well-known foes, or to this new, unexpected threat? This adventure is part of Chapter One of the Desolation series. Chapter 1 then concludes with CORE You should try to play as many of these adventures as you can with the same character. The Desolation series also includes Paragon-tier adventures; it is not expected that a player can follow both tracks with the same character.
Are they responsible for the dark forces now raging in the Dalelands? A Living Forgotten Realms adventure set in the Dalelands for characters of the Paragon tier levels This adventure is Chapter Two, and the Paragon tier introduction, to the Desolation series. The Desolation series includes both Heroic-tier and Paragon-tier adventures; it is not expected that a player can follow both tracks with the same character. Can you discover the source of this evil and put a stop to it before more souls are lost forever? Playing the trilogy in order with the same character is recommended, but not required.
Can you discover the truth before Aumarr Belbrundel ruins her career? When a cult plans to use those ideals as a weapon, what can be done to stop them? These adventures premiered at the Origins Game Fair. All six of these adventures including the BI are part of a single overall plot, but you can play them in any order. Characters who have completed the Battlecloak Saga CALI, , and will find that their past deeds make a difference in these new adventures, but prior experience in Calimshan is not required.
The forces of Calimport, Memnon, and Almraiven converge upon the city, each striving to gain a tactical advantage in their ongoing struggle for supremacy. It is recommended that at least three of the characters at the table be members of the same Adventuring Company or meta-organization. He has traced one shard to the Plain of Stone Spiders. A Living Forgotten Realms adventure set in Calimshan for characters of the Paragon tier levels He has traced one shard to an earthmote floating high above the desert.
However, that same earthmote also happens to be the lair of a blue dragon. It seems as though one of the shards has practically come to him. Elemental disturbances in the abjurations he maintains have led the WeavePasha to believe that a shard has been brought to Almraiven, and is interfering with the city's magical defenses. Other reports indicate that the Twisted Rune, a highly secretive cabal of powerful undead spellcasters, may be involved. If war were to break out between any two of these cities, the third would gain a powerful advantage.
He has called for adventurers to travel to Calimport and incite them to go to war with Memnon, tipping the scales in Almraiven's favor. If any two were to wage war, the third could grow strong enough to swiftly conquer or liberate all of Calimshan. One ambitious human intends to ensure that the city of Almraiven emerges victorious once the dust has settled.
With your help, the last bastion of humanity in the region may yet triumph over the evil empires of Calimport and Memnon. Although it once rested entirely beneath the waves of the Sea of Fallen Stars, the changes wrought by the Spellplague exposed Myth Nantar's upper levels to the air. Now the sea elves and the surface races mingle and trade freely here, protected from their enemies by ancient elven high magic. Thanks to the mythal, the citizens of Myth Nantar need not fear the threat of the Abolethic Sovereignty. Or so they believe. A two-round continuous-play Living Forgotten Realms Battle Interactive set in Myth Nantar for characters of the Heroic and Paragon tiers levels , but all characters must be of the same tier and able to play at the table's chosen Adventure Level.
You should allow at least 9 hours of play time to run this event we recommend two 4-hour back-to-back slots with a 1-hour break in the middle. This adventure is combat-intensive, and the combat encounters may be more difficult than those in a typical LFR adventure. You will need good resource management, strong teamwork, and a bit of luck to succeed. We recommend that at least three of the characters at the table be members of the same Adventuring Company or meta-organization. Play of the prior adventures is recommended, but is neither required nor assumed. The encounters in this adventure are designed to be played using the poster maps that are included with the print products The Book of Vile Darkness and Map Pack: Haunted Temples from Wizards of the Coast.
We believe that you will enjoy fighting these battles even more if you use the poster maps, but they are optional. Can you intervene before these machinations plunge Faerun into havoc, ruin, desolation, and devastation? A three-round continuous-play Living Forgotten Realms Epic Campaign adventure for 24th-level characters.
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But you are no ordinary mortal, and the Harpers need someone to brave the depths of this life-consuming vortex. Can you complete your mission before the vile shadows devour your soul and reduce your body to an empty, withered husk? All you have to do is travel to meet with a famous but reclusive wizard and secure his aid.
Unfortunately, the Netherese aren't going to make it easy. She was only saved by binding her spirit inside a sentient golem. But for Lady Saharel to be useful to the Harpers, you must find a way to place her beyond the reach of her former masters. We recommend that you play the previous two adventures in either order before playing this adventure.
The first thing I notice is the overpowering smell of brine. The light hurts my eyes as I peer around the room. I am still groggy from Where is this place, anyway? When did I get here? Why does it look like a cross between a torture chamber and a prison cell? Who are all these green-skinned, bug-eyed creatures shambling around? I rub my eyes and that's when I notice the webbed flesh growing between my fingers This adventure will be of particular interest to characters who played SPEC Dance of the Sun and Moon or who have previously encountered agents of the Abolethic Sovereignty.
Their motives and minds are as alien and incomprehensible as the Far Realm itself. Their flying city appears seemingly at random, striking at locations all around the Sea of Fallen Stars, vanishing as quickly as it appeared. The luckier captives are simply killed outright. Those less fortunate are subjected to horrifying experiments, transforming their bodies and minds in ways that not even the Plaguescarred would recognize. But this time the Abolethic Sovereignty has gone too far.
It's time to take the fight to Xxiphu. It's time to crack open the writhing obelisk. This adventure will be of particular interest to characters who played SPEC Drawing a Blank or who have previously encountered agents of the Abolethic Sovereignty. To be clear, the Elturgard Story Area has two concurrent Major Quests, each of which consists of three adventures. These are separate stories; while we recommend that you pursue each quest line in order with the same character, it doesn't have to be the same character in both of the quests.
To prove his claim, Ala'Ammar seeks the famous Battlecloak of Vycaena. He needs a band of daring adventurers to conduct the search for him -- a search that leads through the twisted streets of Mintar, into dark dungeons where secrets are torn from souls the way flesh is torn from bone. We recommend, but do not require, that you play the three parts of this story arc in order, with the same character.
Heroes are needed to infiltrate the city, posing as thespians, and locate the prize. Does your ability to perform on stage match your ability to perform in combat? CALI Agony of Almraiven by Dan Anderson, Lori Anderson, Larry DeLucas, and Joe Boerjes Heroic Tier Download ZIP In a land of assassins, djinn, giant birds, and magic lamps, our heroes find themselves pursued all the way to the gates of Almraiven, and quickly discover that there are those who would stop at nothing to prevent Ala'Ammar from getting his hands on the precious artifact that will restore honor to his family and could even deliver freedom to the oppressed people of Calimshan.
Can you defeat the hidden threat at the Boareskyr Bridge or will you be the first to suffer a fate that could forever blot the paladins' pride? We strongly recommend that you play the three parts of this series in order, with the same character, if at all possible. As with all Elturgard adventures, there may be additional role-playing possibilities for PCs who are members of the various Elturgard meta-organizations.
While Elturel itself has failed to deliver a cure, its leaders are suspicious that a city in political turmoil could have solved the problem so quickly. You and your fellow adventurers are sent to seek the truth, wherever it may lead. As with all Elturgard adventures, there may be additional role-playing opportunities for PCs who are members of the various Elturgard meta-organizations. The worshippers of the Moonmaiden see this as a time of celebration, with their Lady ascendant, while those who revere the Sunlord are less enthusiastic about the celestial conjunction.
But it is the followers of a different entity, guided by maddening whispers, who prepare to enact a far different ritual when the earth darkens and the stars shine at midday. You can either download the entire adventure and replace your existing certificate with the new version, or you can get the updated cert from the LFR Campaign Errata file when it becomes available. Their dominance is not yet assured, but with reinforcements on the way, soon the pass will be closed and Netherese control of the area will be absolute.
Only a twelve-hour window of opportunity is left to liberate Saharel and prevent the Shades from achieving a major victory. You should allow 11 hours of play time to run this event we recommend two 5-hour back-to-back slots with a 1-hour dinner break. We suggest, but do not require, that you play the prequel adventure PREQ Shrouded Visions before playing this adventure. Characters that participated in the LFR-adapted published adventure Scepter Tower of Spellgard should find this adventure particularly interesting although the plot of ADCP is completely new, many of the locations will be familiar.
Can you stop him before he is able to hatch his devilish scheme? We strongly recommend that you play this series in order, with the same character, if at all possible. What evil is preying on the refugees? However, following a recent meeting of the high priests, the artifact has vanished.
With its hunger to conquer shadow creatures, this weapon could forever change the balance of power in Netheril. Someone is needed to locate the artifact and ensure that it is used for the purpose it was intended. We recommend that you play the three adventures in order, with the same character, if possible. But when the caravan in question is braving the Ordulin Maelstrom, even that simple job could end up being more than you can handle.
This adventure is the second part of the Sand and Shadows Major Quest. But is a direct assault the best path to take -- both literally and morally? This adventure is the third and final part of the Sand and Shadows Major Quest. Answers beget more questions when pilgrims return from a restored Saharelgard with prophecies obtained after an offering to the new power in charge: the church of Shar.
This is a half-round two-hour Living Forgotten Realms adventure for characters of the Heroic tier levels Although it is about half the length of a typical LFR adventure, this adventure offers many opportunities for roleplaying. If you choose to explore all of the different options available, the game can easily last more than two hours.
Something ominous and ancient drives the horse nomads to attack their neighbors. Poised to shatter the ancient monument keeping him from Faerun, a lost god from Toril's past sends an agent from the Elemental Chaos to herald his long-prophesized return A Living Forgotten Realms adapted adventure set in Phlan for characters levels To run this adaptation, you will need a copy of the adventure, which is found in issue of Dungeon online.
We recommend that you allow a minimum of eight hours of playing time to complete this adventure. You can hide behind your belief that this is all about other lands, other people, other lives, but in the end, your lands and your people will be caught up in this struggle like all the rest. So decide now. Which side are you on? Now, it seems, heroes have found a way inside -- but they might not live to regret it. A Living Forgotten Realms adapted adventure set in Neverwinter for characters levels but recommended for levels This adaptation document does not present adjusted stat blocks for multiple tiers; any legal Adventure Level 4 table can play character levels are eligible for AL 4.
Please bear in mind that the stat blocks in the adventure were written for a party of level characters. Tables of all level characters might find this adventure very difficult. We recommend that you allow at least twelve hours of playing time to complete this adventure the equivalent of a three-round LFR adventure. Tables of all level characters might find this adventure difficult. The stat blocks in the published adventure support Adventure Level 4, and the adaptation document includes adjusted stat blocks to support Adventure Level 2.
Therefore, any LFR-legal AL 2 or AL 4 table can play character levels , although a table of all level characters may find the adventure too easy. Its magistrate once embodied a set of principles that guided the village, but he was murdered by assassins known as the Five Deadly Shadows.
The principles have been corrupted and now protect the assassins. Can you recover the principles and best prevent the town's destruction? A Living Forgotten Realms adapted adventure set in the Dragon Coast for characters levels but recommended for levels This adaptation document does not present adjusted stat blocks for multiple tiers; any legal Adventure Level 8 table can play character levels are eligible for AL 8.
We recommend that you allow at least eight hours of playing time to complete this adventure the equivalent of a two-round LFR adventure. Demon cultists have infiltrated Myth Drannor and the ancient land needs your help to stop their nefarious plot. We expect the adventure to take about hours of play time to complete. This adventure is combat-intensive; players who do not enjoy combat encounters are unlikely to enjoy this adventure. It is recommended, but not required, that at least three of the characters be members of the same Adventuring Company.
This adventure takes place following the events of SPEC and SPEC , and concludes the Roots of Corruption story that began in those two adventures, but the adventures need not be played in any particular order. Many caravans stop at the fortified outpost of Uzbeg, near the Lake of Mists. Uzbeg has a reputation for safety and security -- so why did all of your wagons disappear last night?
A Living Forgotten Realms adventure set in the Hordelands for characters levels Its origin is shrouded in the prophecies of a dread sorceress, but what little is known of this artifact's power is enough to concern even the Coronal of Myth Drannor. Those who seek answers must embark on a quest into the realm of eternal winter. Your greatest threat may not be the wrath of Thrym the frost titan king, but rather the moral choices you will make in order to find the truth.
A two-round Living Forgotten Realms adventure set in the Elemental Chaos for characters levels The drow from Sschindylryn now seek to rejoin the fragments and uncover its secrets, in defiance of the Spider Queen. But what they will unleash is not an ally against Lolth, but a new blight upon the world.
And all it needs to awaken is one word. A two-round Living Forgotten Realms adventure set in the Underdark for characters levels Playing the two adventures in order is strongly encouraged. This adventure focuses on investigation and role-playing, and has fewer opportunities for combat than most LFR adventures. The race against the Queen's gathering forces is on! A Living Forgotten Realms adventure set in Cormyr for characters levels Prophecy warns that the Queen of Thorns will end the reign of the Obarskyr family and seize the throne for her own.
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Dare you stand with King Foril in his attempt to defy this terrible fate? Players are strongly encouraged to play the three parts of this Major Quest in order, with the same character, if at all possible. Story Awards from the previous adventures have a very strong influence on the details and difficulty of this adventure.
This adventure can run long; we recommend that you allow hours of play time, but some groups have completed it within a standard 4-hour slot. A black tree spews out disease and spawns shadow creatures bent on taking over the woods. Will you be able to solve the problem in time? A Living Forgotten Realms adventure set in the Dalelands for characters levels You must play the two adventures in order to complete the Major Quest. Or can it? Playing at least one of the prior adventures before this adventure is encouraged and the encouragement includes a Major Quest award , but not required.
To one gnome, these nightmares have a special meaning. You must discover the secret of her visions or no one will ever sleep peacefully again. Word on the street is that insanity grips the townspeople and a new cult is to blame. Are these just whispers in the dark or is there something more sinister behind it all? This adventure is the first part of the Sinister Intentions Major Quest. This is a roleplay-intensive adventure with multiple paths for the PCs to potentially explore.
We recommend that you allow hours of play time, if possible, instead of the normal 4 hours of a convention slot. The corruption of the Spellplague yet lingers in many parts of the city, and Elturel's citizens feel overlooked while Torm's faithful focus on vengeance instead of guardianship. In this chaotic environment, hero and villain alike must seek ways to work together for the common good -- or perhaps the appearance of charity merely hides an ulterior motive. This adventure is the first part of the Controlling Chaos Major Quest. The exalted of Arvandor track down and destroy abominations in an eternal event known as the Glorious Hunt.
When Corellon and his exarchs receive more than they bargained for, will you join the hunt? This is a three-round continuous-play adventure and is expected to take about hours of play time. The perpetrators' trail leads to Carceri, an astral prison that detains powerful abominations, disobedient angels, and horrors from beyond the known planes. The only way to find out who's behind the attack is for you to give chase into the Red Prison A three-round continuous-play Living Forgotten Realms Epic Campaign adventure set in Carceri for 22nd-level characters.
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The path to the Queen of Spiders is treacherous and the souls of many brave heroes have been trapped alongside the demons, ensared in her eternal webs. Can you weave your way through the Demonweb to untangle the fate of mortals and gods alike? A three-round continuous-play Living Forgotten Realms Epic Campaign adventure set in the Demonweb for 23rd-level characters. Instead, it led to an opportunity for the demon Morthak to seize control of the goblins with promises of sweet revenge for their fallen chief. Now, with the aid of Morthak and his powerful allies, the goblins are preparing to launch a decisive attack against the people of Impiltur.
Will heroes rise up to stop the impending invasion? A Living Forgotten Realms adventure set in Impiltur for characters levels Now you must race against time to recover these records before they can be used against the Gem of the North. Playing the two adventures in order with the same character is recommended, but not required. While adventurers were able to purge the infestation, bigger problems at the time ensured the event was quickly forgotten.
Now a familiar fungus spreads its tendrils through the ancient woods of Cormanthor, and this time it's proving harder to kill. She has asked for volunteers to enter the Citadel of Fungi, a place so toxic none have even approached it in living memory. Can you eliminate the source of this unnatural corruption before it is too late?
New information suggests that now is the time to strike at one particular cult's leadership and put an end to its activities in the region once and for all. But those who supply such valuable secrets often have their own agendas Play of either or both of the previous adventures is neither required nor assumed. Lord Tuanek has decided that the time has come to teach the kobolds a lesson they will not soon forget. And if the enigmatic Queen Sisay deigns to make an appearance at the head of her so-called army, Tuanek has a rather pointed message he'd like you to deliver to her in person.
Will you assist Ruinspoke's defenders as they make their stand against the rising darkness? Play of the previous adventures is recommended, but not required. Although the mote itself poses no apparent risk, it might harbor dangers to Waterdeep. Great heroism will be needed to face and defeat your adversaries in the skies. An ancient threat has returned, and the fates of House Moonstar and all Waterdeep may lie in the balance. A Living Forgotten Realms adventure set in Waterdeep for characters levels As explorers mapped the physical reality of the galaxy and the Republic's charter solidified, philosophers and academics from all parts of this union came together to study the mysterious energy field called the Force.
Through study, meditation, communion, debate, and experimentation, the first coherent theories about the Force developed. Scholars documented living and unifying aspects of the Force and opened other, less defined attributes to theory and speculation. The part of the Force dedicated to knowledge and defense came to be considered the light side of the omnipresent energy field. The aggressive, jealous, covetous aspects of the Force were labeled aspects of the dark side. The most dedicated students and those strongest in the Force formed the basis of the Jedi, and it wasn't long before they began to develop the tech-niques necessary to draw upon the Force and manip-ulate its energy.
Through the Force, the Jedi learned to see faraway places without the need for scanners or macrobinoculars. They uncovered methods that allowed them to move objects with only the Force and their own strength of will. They learned to influ-ence the thoughts of others, and to let the Force add speed and power to everything they did. Time passed, and the Jedi developed into an order. The Jedi Knights set forth a code of conduct not only for using the Force, but also for living and interacting with the galaxy as a whole.
They believed that their techniques should never be used for personal gain, only for knowledge and enlighten-ment. Academic pursuits gave way to a more active role in the galactic community, and the Jedi became the protectors of the Republic. Even the best intentions sometimes go astray, and no one is immune to temptation. So it was that a few Jedi began to use the Force for their own gain. These individuals ignored the restrictions regarding the dark side and accepted the easy path to power that that aspect of the Force offered. Throughout the history of the Republic and the history of the Jedi, intertwined as they are, individuals arose who reveled in the power of the dark side.
Dark and fallen Jedi, while few and far apart, always posed a danger to the Jedi Order and the galaxy at large. Differing traditions with other names and beliefs regarding the Force developed. Like the Jedi Order, these traditions were just as likely to have members dedicated to personal power-or outright evil. The Jedi Knights stood fast, however, defending peace and freedom while protecting the Republic from those who would manipulate the Force for evil intent.
Thanks to their efforts, the Republic grew and thrived. Sometime during this ancient period, the first dark side uprising took place. The battle between the forces of light and darkness lasted more than a century. Eventually the dark side practitioners were driven into exile beyond the edge of known space. The vanquished Dark Jedi found a primitive civi-lization called the Sith. This species welcomed them as gods, and the darksiders dominated them.
With new resources and willing slaves at their command, the exiled Jedi forged the Sith Empire, beginning a golden age of evil thousands of light years from the farthest borders of the Republic. Each side forgot the other as millennia passed. The great schism that divided the early Jedi became a legend. Hyperspace routes were mapped.
Dedicated explorers uncovered new regions of space at a dizzying pace. New alien species were encoun-tered for the first time. Colonies appeared every-where as the Republic's frontier stretched out farther and farther from the Core. Small conflicts arose throughout this period, but the Republic and the Jedi Knights worked hard to maintain peace and unify the galactic government.
Meanwhile, the Sith Empire had grown powerful. Its members had developed Sith sorcery and a variety of dark Force powers, but they had reached a crisis of their own. The great Dark Lord Marka Ragnos had died, and the resulting power vacuum threatened to ignite a civil war that would tear the Empire apart. As rival leaders Naga Sadow and Ludo Kressh struggled for the Dark Lord's crown, a pair of Republic hyper-space mappers arrived in Sith territory in their ship, Starbreaker Each of the two rivals used the news of the Republic in his own way, but Naga Sadow emerged triumphant, proclaiming himself the Dark Lord of the Sith.
The surprise attack turned into a storm of conflict that spread across the Republic. The Sith were relentless and unpredictable. The early tide of the war was definitely in their favor, but victories at Primus Goluud, Kirrek, arid COTUscant eventually gave the Republic the upper hand. After a long and bloody conflict, the Republic rallied its forces and repelled the invaders. Sadow and his battered ships retreated back to Sith space-and fled right into an ambush.
Ludo Kressh and his loyalists had survived the earlier struggles,. Both sides were devastated in a wild, no-quarter-given battle. Then the pursuing Republic forces arrived, vanquishing the Sith threat in a decimating hail of blaster fire. Naga Sadow escaped destruction, however. He went into hiding on the jungle moon of Yavin, where his loyal Massassi built great temples in his honor. Sadow used Sith technology and sorcery to place himself in suspended animation. After a brief struggle with the primitive Massassi guarding the area, Nadd discovered the focusing chamber of the primary temple.
After awakening the spirit of Naga Sadow, he asked the Dark Lord to teach him his sorcerous ways. Sadow showed him the dark side of the Force and taught him skills the other Jedi Knights had not seen in centuries. With these new powers and weapons, Nadd left Yavin 4 and traveled to the primi-tive planet of Onderon. Using Sith magic and the dark side, Nadd made himself the leader of Onderon. He was a tyrannical ruler, and eventually his subjects rebelled. For centuries, Nadd and his descendants worked to crush this rebellion, but to no avail.
Even using the powers provided by Nadd's sarcophagus-a focus of dark side energy-his descendants could not put an end to the bloody civil war. Unable to translate the tome, the pair made their way to Onderon, where the spirit of Freedon Nadd arose to guide them. Meanwhile, a group of Jedi Knights imposed order on Onderon and sealed Freedon Nadd's sarcophagus in an armored tomb on the moon of Dxun. The seven worlds revolted against the despots, giving the pair the chance to use their new dark powers to crush the opposition.
As Republic forces and a team of Jedi Knights were dispatched to Empress Teta to put an end to the outbreak of violence, a young Jedi named Exar Kun went to find the tomb of Freedon Nadd. Kun broke into the tomb and found the skeletal corpse of Nadd wrapped in menacing black armor. Nadd's spirit appeared before the young Jedi, reveal-ing a cache of metal scrolls hidden beneath his remains. Kun took the scrolls and traveled to Korriban, the tomb world of the ancient Sith Empire.
While exploring a spectacular crypt, Kun was trapped under a collapsed ceiling. Freedon Nadd's spirit appeared once more, promising to rescue the Jedi if he surrendered to the dark side. He did, and a blast of dark power swept away the rubble and repaired his damaged body. Meanwhile, the battle at Empress Teta continued. On Ossus, Jedi met to discuss the implications of such strong tremors in the dark side.
Exar Kun next traveled to Yavin 4, where he used his newfound Sith powers to destroy the spirit of Freedon Nadd. He then proclaimed himself the Dark Lord of the Sith. Later, he joined with another fallen Jedi, Ulic Qel-Droma. The two Sith Lords vowed to bring about the return of Sith glory.
Ulic Qel-Droma oversaw the strategic side of their plans and began the Sith War. Exar Kun sent his converts on missions to destroy their exmasters. While only a few succeeded, the news of assassins striking at Jedi Masters spread fear through the Republic. With this horrific act, Ulic realized that the Sith War must end.
He offered to help the Jedi, and soon the tide of battle turned. Exar Kun went back to Yavin 4 and used Sith sorcery to preserve his spirit inside the ancient pyramids. Kun survived, trapped for millen-nia in a prison of his own devising, but the Sith War was over. Ten years later Vima, the daughter of. Jedi Nomi Sunrider, sought him out. She wanted Ulic to train her in the ways of the Force. He reluctantly agreed, teaching her to use her powers while provid-ing instruction about honor and duty.
Due to his own trials and tribulations, and thanks to his rela-tionship with Vima Sunrider who looked upon him as a father , Ulic found his way back to the light side. He found redemption and died as a Jedi Master.
The term Sith was used to describe a sect dedicated to the dark side of the Force. The teach-ings of the ancient Sith Lords continued to appear from time to time to threaten the Republic. The followers of this new Sith Lord grew in size and Dower over the next millennium, bidinq. The battles were fierce, and the Jedi rose to oppose the Sith, but in the end the Sith fell to their own internal struggles. Unwilling to cooperate with each other or share power, Sith disciples destroyed each other.
Sith Lord Kaan survived this bloodbath and gath-ered twenty thousand devotees to establish an empire dedicated to rule by the strong. Both sides were decimated over a series of seven battles, but eventu-ally the Sith were destroyed. Or so the Jedi believed. One Sith Lord, Darth Bane, escaped the extermination.
Bane selected one apprentice to keep Sith knowledge alive, but otherwise the Sith lived an existence of stealth and secrecy. The Sith went into hiding, following Lord Darth Bane's edict-there would never again be more than two Sith Lords at a time, a master and an apprentice.
As the next thou-sand years unfolded, the Sith codified their teach-ings, meditated on the dark side, and planned in isolation ways to once again strike at their hated enemies, the Jedi. Internal strife, greedy politicians, a sprawling territory, and a. Stagnation set in, laziness and complacency became the rule, and corruption gained a foothold.
As the govern-ment decayed, the Sith saw a new opportunity to gain power and glory. During the blockade of Naboo by the Trade Federation, the surviving Sith finally revealed themselves to the galaxy. Lord Darth Sidious manipulated the greedy leaders of the Trade Federation, setting in motion events that would alter the leadership of the Republic Senate and open the door for the coming Empire. While Darth Sidious worked in secret, his appren-tice, Darth Maul, emerged from the shadows to confront a pair of Jedi Knights on Naboo.
Two factors were set in place to affect the galaxy for years to come: Anakin Skywalker, whom Qui-Gon believed to be the Chosen One of Jedi prophesy, was discovered and given to Obi-Wan for training; and Senator Palpatine of Naboo was elected the Chancellor of the Republic. As time passed, a series of threats to the Republic further weakened that ancient and sickly institution. The Clone Wars were the culmina-tion of these threats, eventually sweeping the Republic into a terrible conflagration. Details of this dark time have been lost, but its repercussions affected the galaxy for decades to come: The Jedi Knights were wiped out, the Empire seized power, and Anakin Skywalker embraced the dark side, becoming Darth Vader.
Strength would replace frailty. Order would replace chaos. Decisiveness would replace indecision. The public craved leadership, and Palpatine provided it. The Empire was born. While life was more or less the same in the Core, the worlds and systems farther out were subjugated and exploited for the greater good of the Empire. The Emperor remade the galaxy accord-ing to his own desires.
Nonhuman species were persecuted and enslaved. The Empire restricted communications and travel. The Imperial military expanded and grew powerful. All the while, various. They found their laws easily repealed, and the more vocal opponents of the New Order were silenced. A Rebellion against the New Order began. It was unorganized at first, but eventually the leaders who opposed the Emperor stepped forward to join the Rebellion. Separate groups became one group, agitated crowds became armies, and the Alliance to Restore the Republic came into being.
The young man who fired the shot heard round the galaxy was none other than Luke Skywalker, heir to the Jedi legacy and son of Anakin Skywalker-now known as Darth Vader. While the Alliance forces battled their way out of a trap set by Emperor Palpatine, a fully trained Luke Skywalker confronted Darth Vader and his master, Emperor Palpatine, aboard the second Death Star. Palpatine tempted young Skywalker with the powers of the dark side, hoping to turn him as he had turned his father. But when Skywalker refused to be tempted, the Emperor's own anger provided the seeds of his downfall.
The Emperor ordered Darth Vader to kill his son, and the two fought fiercely. Luke was able to defeat his father, but he refused to strike the killing blow. He tossed away his lightsaber even though the Emperor wasn't ready to admit defeat. Calling upon all his dark powers, the Emperor unleashed a fury of Force lightning at the young Jedi. He would have killed young Skywalker if not for the intervention of a wounded and dying Vader.
Vader grabbed the Emperor and hurled him into the depths of the second Death Star, causing Vader to suffer further damage from a backlash of Force lightning. He saved his son, destroyed the Emperor, and found redemption due to the efforts of Luke Skywalker. Without the Emperor to lead them, the Imperial forces were eventually routed by the Alliance. The Empire was dead. The New Republic was born. And the galaxy emerged from the shroud of the dark side. Balance was once again restored, just as the ancient Jedi prophecies had foretold. We use the term "hero" to refer to the protagonist of a story, not necessarily a good person.
Of course, most heroes in Star Wars tend to be working for the good guys. A few possess dubious ethics and morals, but generally they stand together to combat evil in all its forms. The dark side, however, is a seductive lure. It tempts characters to stand on the side of evil and tyranny. Heroes may heed the dark side's call for the power it offers, the promises it makes, or simply the freedom it brings. In the end, all who walk the path of the dark side discover that it is a harsh master, one that cannot be trusted.
This chapter details how to create and play characters who are partially or fully in the grip of the dark side. It describes characters who give in to the dark side while still following their favored vocation or profession as explained under Dark Side Templates , as well as characters who walk entirely new paths as described under Dark Side Prestige Classes. Also included are new skills and feats to tempt the ambitious away from the light.
Keep in mind that any character can be evil, but to truly turn to the dark side, a character must possess the Force-Sensitive feat. Any character can gain Dark Side Points, but only a character who feels the flow of the Force, hears its call, and manipulates its energyeven just a little-can fully and completely embrace the dark side. Dark Side Templates Succumbing to the dark side turns Force-sensitive characters into sinister reflections of their former selves.
As characters gain Dark Side Points, they fall farther and farther from the light side of the Force, eventually becoming pawns of the dark side. The following rules describe how Dark Side Points affect Force-sensitive characters. Tainted Characters When a character has performed enough dark deeds, or has called upon the dark side too many times, he is in danger of becoming lost to the dark side. The rewards are tempting enough to blind him to the drawbacks, but he still has time to atone for his misdeeds.
Creating a Tainted Character "Tainted" is a template that is automatically added to any Force-sensitive character when he accumulates a number of Dark Side Points equal to half his Wisdom score or higher-but not if he is a dark side character see below. The character continues to use all statistics and special abilities from his existing class, except as noted here.
Vitality: Same as the character. Speed: Same as the character. Defense: Same as the character. Damage: Same as the character. Special Qualities: Same as the character. Saves: Same as the character. Rbilities: Same as the character. Fests: Same as the character. Special: A tainted character can elect to decrease his total number of Dark Side Points by sacrific-ing Force Points specifically to do so.
This act involves a period of meditation, reflection, and absolution on the part of the character. If the player and GM want, this period of contemplation can be worked into the campaign as part of an adventure, but it isn't necessary. In addition, any act of dramatic heroism performed by the character-if completed without calling upon the dark side-reduces the character's total number of Dark Side Points by 1. When a dark side character uses dramatic heroism in this fashion, he does not. Dark Side Characters As characters slip farther and farther into evil, the dark side takes a stronger hold.
Once heroes cross over, they are effectively lost to the dark side. Only truly epic acts of heroism and atonement can bring them back from the darkness. If the character fails. This act of dramatic heroism does not gain the character a Force Point. Death Vader performed such an act at the end of Return of the Jedi when he sacrificed his own life to save his son and destroy the Emperor. If the GM accepts the act as being appropriately heroic, dramatic, and selfless, the character's Dark Side Point total is automatically reduced to one less than half the character's Wisdom score, rounded down.
In addition, the dark side exacts a final toll by removing all of the character's remaining Force Points. Now, with no Force Points and a dangerous number of Dark Side Points remaining, the character must strive to follow the path of the light side and atone to remove any remaining Dark Side Points.
New Dark Side Skills this check, the "dark side" template automatically replaces the "tainted" template. The "dark side" template is automatically added to any Force-Sensitive character with a number of Dark Side Points equal to or greater than her Wisdom score. The character continues to use all statistics and special abilities from her existing class, except as noted here. Abilities: Same as the character. Feats: Same as the character.
Special: Any Force Points spent by a dark side character automatically call upon the dark side of the Force. She may only turn away from the dark side by performing an act of dramatic hero-ism without calling on the dark side for assistance. Such an act should require extreme personal cost, be. Characters who follow the path of the dark side have access to skills not normally available-at least without a price.
The following section describes two types of dark side skills: general skills and Forcebased skills. Details on how to acquire and use skills, and how to determine difficulty classes for skill checks, can be found in the Star Wars Roleplaying Game, Chapter 4: Skills. Skill Descriptions The following general skills are only available to tainted and dark side characters. The GM may allow other characters to acquire these general skills, depending on the circumstances of the campaign.
Knowledge Sith Lore [Int] Trained Only Knowledge skills represent a study of some body of lore-in this case, histories and legends of the ancient Sith. Like Knowledge Jedi lore , Knowledge Sith lore enables a character to answer questions about Sith traditions and the powers of the Sith. To be able to speak the Sith language, you must take the Speak Language Sith skill. Retry: Not applicable. Speak Language Sith [none] Trained Only. The Speak Language skill doesn't work like a standard skill. Purchasing the Speak Language skill for the Sith language enables a character to understand and speak the ancient language of the Sith.
There are no Speak Language checks to fail. Force-Based Skills With your Ciamemaster's permission, your character can learn these Force-based skills as part of a dark side Star Wars campaign. You are trained in the dark side's alchemical arts. You may use ancient Sith equipment, along with arcane formulae, to alter the molecular composition of living beings, creating mutants steeped in the dark side-and bound to your will.
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You can also reshape inani-mate matter, making it sharper or stronger, as the ancient Sith frequently did with their weapons and D C. Check: Altering the physical appearance of a living being to a more horrific appearance requires no skill check. All changes wrought by applications of dark side Alchemy result in horrific physical muta-tions. Any task that alters a fundamental aspect of the subject requires an Alchemy check.
Note that altering multiple aspects requires multiple checks. Each check requires 1 minute, costs the user 5 vital-ity points, and gives the user 1 Dark Side Point. Retry: Yes, but each attempt gives you another Dark Side Point. In addition, the subject may perish as a result of the mutation see below. Special: Using this skill requires thousands of cred-its worth of alchemical equipment and raw materials in addition to a subject.
The cost for using the skill on a particular subject is 10, credits; each additional use of the skill on that same subject consumes an additional credits worth of raw material. The metamorphosis is extremely physically taxingperhaps even fatal. Each alteration deals 3d6 damage to the subject. If the Fortitude save fails, the damage is applied against the subject's wound points as with a critical hit. You can guide the actions of individuals who have strong connections to you, overriding their individ-ual impulses and replacing them with your synchro-nized mental processes.
This allows you to increase the efficiency of allies, subjects, or minions-not enemies, opponents, or unaligned bystanders. With a higher degree of ability, you can control more indi-viduals at a much greater range. Note that this does not allow you to manipulate these beings like puppets; you only increase their efficiency.
Check: A Control Mind check DC 20 allows you to coordinate the actions of one or more of your allies or minions. Initiating this skill requires a full-round action, costs 5 vitality points, and gives the user a Dark Side Point. Maintaining it requires a move action each round. The Force-user must also spend vitality points for each minute that is, every 10 rounds the power is used.
You can affect large numbers of allies, minions, or subjects with the same Control Mind check, provided they are not beyond your maximum range. The targets of the Control Mind skill don't have to be willing; they just have to be allied to the user in some fashion. This usually takes the form of subjects such as those who acknowledge the Emperor as their leader or minions the willing lackeys of any dark side Force-user. This power is considered a dark side skill because of its intrusive nature and the energy it steals from those subjected to it. Using this power creates tremendous physical and psychic stresses in your allies.
When you cease spending vitality points to maintain this skill, all the affected allies are considered exhausted. This reduces their base speed by half and confers an effective penalty of -6 to both Strength and Dexterity. Vitality Point Cost: 5 to initiate, then the cost varies to maintain; see above. Special: The maximum range for this ability is based on your mastery of the Force. With the Force Mind feat, you can affect any allies on the same planet. If you have the Knight Mind feat as well, you can affect any allies in the same star system.
If you also have the Master Mind feat, you can affect any allies within the same sector. A system consists of a star and its related planets. A sector consists of several associated stars and their planets, such as the Elrood sector or the Anoat sector. Dark Side; Requires the Force-Sensitive and Alter feats You can draw energy out of power packs, energy cells, and similar power sources, allowing it to harmlessly dissipate.
This effectively renders electronics and powered weaponry useless until the power pack is replaced. It also shuts down items using other power sources such as energy from generators. Remember that unattended items receive no save. Items grasped or worn by a character receive a save just as if the character were making the saving throw. Treat droids as unattended items for purposes of this skill.
On a successful save, the targeted item is unaffected; on a failed save, the item's power pack,. Power generators larger than a portable generator, such as a standard or fusion generator as found in power dTOidS, vehicles, and ships are too large to be drained by this ability. Drain Energy is a full-round action. It can affect a single target up to 10 meters away from the Force-user.
Because this ability uses dark side ener-gies to siphon energy, using this ability grants a Dark Side Point. Vitality Point Cost: Special; see above. This allows you tempo-rary, limited access to this one field of knowledge. Check: A Drain Knowledge check allows you to sift through a specific target's mind. For a target that is conscious and not resisting, the check is against DC For targets that are unconscious or actively resisting, the check must exceed the target's Will saving throw or DC 20, whichever is higher.
The Drain Knowledge check requires 5 minutes, and you must touch the target for the duration of the attempt. Therefore, you must render an unwilling target unconscious or otherwise immobile before attempting this skill. If the Drain Knowledge check is successful, the target temporarily loses 2 points of Intelligence. The target recovers lost Intelligence points at the rate of 1 per day of rest. You may then choose one Knowledge skill the target possesses and immedi-ately gain the ability to make untrained skill checks for that skill. You do not acquire the target's skill points, but you can make Intelligence checks to access that information.
The target doesn't lose the Knowledge skill you have acquired; however,. Retry: Yes, but you must continue to touch the target during each attempt. Each successful check allows you to use another of the target's Knowledge skills untrained. Special: You only have temporary access to the Knowledge skill you have drained. Each time you use the stolen skill, you must attempt a Will saving throw DC If you fail the Will save, you lose the ability to make untrained skill checks in that skill.
If you fail the save by 10 or more, you also temporarily lose 2 points of Intelligence. Note that the Force Defense skill adds a bonus to the target's Will save. Vitality Point Cost: 8. Illusion [Cha] Trained Only; Requires the Force-Sensitive and Alter feats You are able to manifest phantasmal images that seem completely real to those who perceive them. Although these illusions cannot cause physical harm, they can, when wielded by a sufficiently skilled prac-titioner, provoke fatal mistakes in those who do not recognize them as unreal. Each person who perceives the illusion perceives the same event instead of his or her own slightly different interpretation.
Your Illusion check sets the DC for the target's Will saving throw. The maximum range for this skill is 10, meters from the user. The distance of the illusion modifies the vitality point cost. Distance 1lo m m. Maintaining an illusion for more than a single round requires concentration; the Force-user cannot main-tain an illusion while using the rage ability, for instance.
Keeping the illusion going requires an attack action each round. Creating illusions does not in and of itself give the user a Dark Side Point. In fact, the Jedi ability Affect Mind draws from a similar tradition. However, using. The target of this skill must be within 10 meters of you. You must expend a Force Point to use this ability.
Attempting to use this skill is a full-round action. If your target makes the Will saving throw, your attempt fails, and you can never attempt to occupy that body again. Instead, you may immediately attempt to occupy a different body in the same meter radius. As long as you have vitality points, you can continue to attempt to use this ability, but you cannot attempt to occupy the same body twice. Furthermore, you lose half your remaining vitality points for each attempt. If all of your attempts fail, your character's consciousness is scattered, and he ceases to exist.
If your target fails his Will save, your Intelligence, Wisdom, and Charisma scores overwrite those of your target, but the target's Strength, Dexterity, and Constitution replace yours. You retain your classes and levels, your feats, and your Dark Side Points. You retain your skills, initiative modifier, base attack bonuses, vitality points, and saving throws, but these may need to be recalculated based on your new ability scores.
You lose half of your remaining Force Points and Reputation. Your wound points may change as well if your new body has a different Constitution score. Equipment does not carry over to the new body. The GM should make a note of the original body's abilities, skills, and so on-particularly the body's Will saving throw see below. If your attempt succeeded, the consciousness of the original body may still attempt to reassert control at a later time. Whenever you spend a Force Point, you must make another Transfer Essence check. The original consciousness may attempt another Will save against the either skill to perform an evil act-such as murdering new DC.
If the save is successful, the body's original someone-should give the user a Dark Side Point. This consciousness forces yours out. You may attempt another skill is included here because it was developed by the Transfer Essence check immediately to occupy a new host ancient Sith, and they generally used it to harm other. Regardless whether the target succeeds or fails the Vitality Point Cost: 3 per round. Will save, you lose half of your remaining vitality points on each attempt.
Special: Transferring your consciousness is a decidedly Dark Side; Trained Only; Requires the Force-Sensitive risky business, because it requires that your old body and Sith Sorcery,feats relinquish its grip on your life essence. In other words, you You can transfer your life essence from your own body must die.
Precisely how this occurs is unimportant, as long into the body of another-either an empty vessel such as a as you are able to declare the action and the skill attempt clone or, in more extreme cases, another devel-oped, before you expire. Since doing this requires an action, intelligent being. Your consciousness then over-writes that you cannot attempt Transfer Essence after your wound other individual's consciousness-leaving your mind in the points drop to 0.
Your own body disinte-grates, leaving behind Your original body only disintegrates when you your clothing and any items you previously held or carried. Note that the Force Defense skill adds a bonus to the target's Will save You can also transfer your life essence from your own body into a specially prepared item, such as a temple, although this is a much more difficult process.
This process requires Dark side feats can give characters new capabilities or improve that the user have ranks in Alchemy and that life force other capabilities they already have. They also exact a toll of than the user's is expended to help power the transfer. This corruption and madness. The new feats described below draw application of the skill requires a check against DC For on the power of the dark side. All of the feats herein are Forceevery hundred lives that are willingly lost to provide power based feats. Success indicates that the user's essence lives on, Feats. You are able to draw life energy from living beings, gradually absorbing it yourself.
See the text of the skill for other prerequisites. Class skill. Before then, it is a cross-class skill. All Alter-based, Control-based, and Sense-based Force skills are exclusive to the Force-user classes. Force skills based on the ForceSensitive feat are class skills for a character of any class who has the Force-Sensitive feat. Untrained: Yes: The skill can be used untrained.
That is, a character can have 0 ranks in this skill but can make skill checks normally. You must still have the pre-requisite feats to use the skill untrained. No: You can't use the skill unless you have at least I rank in it. This target must be Constitution modifier. At the end of this duration, you within 10 meters when you make the attempt. In addition, lose the bonus vitality points gained from the Rage, as well as 1 d4 additional vitality points for every round of the target must have at least one Force Point for the the Rage's duration.
This vitality point loss cannot ability to work. Having this feat does not allow you to result in wound damage. The character's player-or the GM, in the case of GM characters-is not required to let you know with the benefits granted by Wookiee Rage. Using this feat does not cost vitality points other than as whether the character has any Force Points before you explained above.
Activating this ability grants a Dark make the attempt. When you exercise this ability, the target must Side Point; maintaining it does not. You may, however, immediately attempt a Fortitude saving throw DC If gain additional Dark Side Points for evil actions you the save succeeds, you gain nothing. If the save fails, the perform while using Rage. Using this feat doesn't cost you vitality points, but it does Sith Sorcery grant you a Dark Side Point.
You have the ability to channel the spirits of deceased Sith lords, using their power to supplement your own-but Hatred at the risk of becoming their puppet.
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This feat costs you 4 a l0-meter radius of you. This counts as an attack vitality points to use and requires a move action to action and costs 4 vitality points. All those within the activate. At Charisma modifier to reduce the damage by half. The the end of the power's duration, you must imme-diately effect lasts for 1 round. Each round you maintain your Hatred, resolved this save. You may not take two move If the save succeeds, there are no side effects.
Activating this ability grants a Dark Side Point; maintaining it does not. You are adept at blocking incoming attacks with an alchemically sharpened Sith Sword. Defense if any also makes you lose dodge bonuses. While raging, you cannot use skills, feats, or special abilities that require patience. Sith Sword Expert Defense You are adept at blocking incoming attacks with an alchemically sharpened Sith sword.
The storm can only be generated outdoors, and the GM may rule that certain effects of this feat do not apply in extreme climates. This power could not be used to generate rain on Tatooine, for example. Special: Though most commonly used by darksiders, this ability is not a dark side feat. However, those who use Sith Sword Mastery Summon Storm indiscriminately-and thus risk injuring the innocent-may gain a Dark Side Point for unleashing You are adept at blocking incoming attacks with an uncontrollable forces and indi-rectly causing harm.
The GM alchemically sharpened Sith sword. Note: A condition that makes you lose your Dexterity bonus to Defense if any also makes you lose Prestige classes allow characters to diverge from the dodge bonuses. Characters willing Summon Storm to embrace the dark side may become mysticismbound acolytes or slaughter-mad marauders.
They might ally You can manipulate the atmosphere to create rain, winds, themselves with the Emperor, serving as his personal and lightning. Benefit: You may use this feat to create storm conditions in might learn the secrets of the savage dark Force witches, a radius around you equal to your Force-user class level x or perhaps even fall into the foul abyss that is the Sith tradition. The user can voluntarily reduce the radius if she desires, but not to less than half of its maximum.
Thus, A character cannot begin as a member of a pres-tige class. Abilities granted by prestige classes are a 6th-level Force adept with this feat could summon a inappropriate for beginning characters. They are acquired storm 1, meters in diameter-twice the radius of meters. The same Force adept could also shrink the storm only by meeting the requirements specific to each example, which almost always require-in effect-that a down to a meter diameter, if she desired, but no character be at least 5th or 6th level ;or, in a few cases, smaller.
Additionally, there may be requirements These conditions create rain that reduces visibility, winds that must be met ingame, such as rigorous initiation rituals that hinder activities, and intermittent lightning. The rain provides nine-tenths concealment to anyone in the area in or the scrutiny of one's proposed peers. With dark side prestige classes, failure to fulfill these latter requirements addition to thoroughly soaking anything that isn't waterproof.
The winds are strong enough to cause foliage can mean a gruesome death. Prestige classes are purely optional, and the deci-sion to to whip about violently and hurl loose leaves and paper allow them is always the purview of the GM. In a dark side about, providing a signifi-cant distraction to ordinary activities a -2 penalty on all attacks, skill checks, and ability campaign, however, few characters can ever hope to achieve their maximum potential as servants of the dark checks. The storm is not strong enough to move objects heavier than 1 kg.
The lightning strikes are random, as with side without access to at least one such class. GMs who allow characters to explore this path should be prepared an ordi-nary storm; the user cannot direct them. Lightning hits a vessel very rarely, though its presence does provide for characters to adopt any of these new prestige classes. Note: A condition that makes you lose your Dexterity bonus to Defense if any also makes you lose dodge bonuses. The benefits of this feat stack with Sith Sword Defense.
Activating Summon Storm requires a full-round action and costs 5 vitality points. Maintaining the power is a free The dark side devotee is what the Force adept would have been had he turned to the dark side early on. What little training they receive is generally bestowed by more powerful darksiders,. Pursuing a different path from the Jedi or even the Sith tradition, he regards the Force as something supernatural, fostering that image in the minds of others to make himself seem more mysterious and powerful.
His belief system may not recognize the Force as the same tool the Jedi or the Sith use. Dark side devotees are even more rare than Force adepts, although a greater proportion of them take up careers as adventurers or wanderers. If you select the dark side devotee class, you need to determine how your character views the Force and decide what his beliefs encompass. Dark side devotees can be aliens-though Humans are far more common while the Emperor is in power-and their specific goals and methods can reflect those of a shaman, an occultist, a sorcerer, a priest, or even a scientist grounded in physics and "rational explanations.
Often they have exhausted the mystical resources and artifacts of their own world, forcing them to look elsewhere for relics and knowledge to further their ambitions. They often forge alliances with other devotees, either to pursue a common goal or simply to exploit their abilities. But every dark side devotee knows that if he falters, if he rejects the power offered to him by the dark side, others will trample him underfoot in their own rush for power.
All dark side devotees follow the dark side of the Force, even if they think of it as something else. A dark side devotee begins his training in the Force by taking what he wants from others and dominating the world around him, as typified by the Alter feat. Many of his skills and feats-including those that are not directly related to the Force-involve manipulating others.
Dark side devotees discover their power early in life. Frequently, they do not care how the Force works, as long as it. There are precious few formal traditions for dark side devotees. Many come from primitive cultures where they are regarded in awe and terror for their ability to manipulate the environment, and they nurture this belief to exploit the weak.
They occasionally find themselves tricked into an ever-escalating race for power or lured into pacts with more powerful dark side practitioners-in either case, risking a fate worse than death for a lapse in judgment or a show of ambition. Vitality: 1 d8 per level. Alter: The dark side devotee gains the bonus feat Alter at 1st level and gains access to Alter-based class skills. Dark Side Skill Emphasis: At 1st level and every three levels thereafter 4th, 7th, and 10th , the dark side devotee gains the bonus feat Skill Emphasis. The feat is applied to one of the devotee's class skills, but it must be a dark side skill.
The character may not select the same skill twice. Dark Side Talisman: At 2nd level, a dark side devotee gains the ability to imbue a small item of personal significance with the dark side of the Force. It takes a full day to imbue the item, as well as the expenditure of one Force Point. Skills: Intimidate 4 ranks Feats: Force-Sensitive.
Reputation: 1. Dark Side Points: 3. Sense: The dark side devotee gains the bonus feat Sense at 3rd level and gains access to Sense-based class skills. Control: The dark side devotee gains the bonus feat Control at 5th level and gains access to Control-based class skills. Force Weapon: At 6th level, the dark side devotee may imbue a nonpowered melee weapon such as a club, a knife, or a quarterstaff with the Force.
This must be a weapon that the dark side devotee wields personally. Imbuing the weapon with the Force takes a full-round action and costs 4 vitality points. The benefit the weapon gains lasts for a number of rounds equal to the character's dark side devotee level. At 6th level, the weapon's damage increases by 1 d4.
At 9th level, the weapon's damage increases by an additional I d4 for a total of 2d4. Dark Side Marauder Warriors who discover in themselves an ability to wield the Force can become dark side marauders. Like Jedi guardians, dark side marauders combine physical prowess with training in the Force. Unlike Jedi, they bend it to their own violent purposes. Without the mental disciplines and strict code of conduct the Jedi Order provides, these warriors become brutal, living weapons, delighting in inflicting pain and taking lives. The dark side marauder becomes an extension of the dark side of the Force in the same way that her weapons are an extension of her body.
She lives in a world where her destiny is entirely dependent on her mastery of her weapons and her strength in the Force. The dark side makes her survival far more likely. Dark side marauders are the ultimate mercenaries. Adventure, pillage, slaughter, and violence define them. They often live for the joy of battle, the test of arms, and the tempering that only bloody conflict can provide-but they are hardly above taking pleasure in the spoils that victory provides.
While the adrenaline rush of combat is a heady drug to them, the thrill of the dark side flowing through their veins is far more intoxicating. To feel that thrill again and again, the dark side marauder seeks out any activity that lets her wield the Force against an opponent. Many can be found acting as bodyguards, gladiators, mob enforcers, mercenaries, street thugs, professional soldiers, or simply adventurers. Dark side marauders combine the best aspects of the soldier and the Jedi guardian, mixing a wellrounded complement of fighting tools with the ability to wield the Force.
The weapons they choose are many and varied. Without a regular tradition, their techniques are just as diverse. As dark side marauders. When violence touches the life of someone strong in the Force, it can change her forever, especially if she lacks a Jedi mentor to guide her development. If her life is violence-such as is the case with warriors-it is almost a foregone conclusion that she will succumb to the temptation of the dark side. A dark side marauder may have turned to the dark side to overcome the horrors of war or the brutality of crime.
She may have been trained as a living weapon by a twisted taskmaster, or initiated into an exclusive company of Force-strong soldiers-offortune. Few have formal training in the Force, however; they learn by doing. Vitality: 1 d 10 per level. Skills: Intimidate 4 ranks. Armor Proficiency: The dark side marauder has the feat Armor Proficiency light. Control: The dark side marauder gains the bonus feat Control at 1st level and gains access to Controlbased class skills. Alter: The dark side marauder gains the bonus feat Alter at Class Features 3rd level and gains access to Alterbased class skills.
Weapon Proficiency: The dark side marauder has the Sense: The dark side marauder gains the bonus feat Sense feats Weapon Group Proficiency blaster pistols , Weapon at 5th level and gains access to Sensebased class skills. Bonus Feats: At 2nd level and every two levels thereafter Group Proficiency blaster rifles , 4th, 6th, 8th, and 10th , the dark side marauder gets a bonus feat. Feats dependent on other feats are listed parenthetically after the prerequisite feat.
Characters must still meet all prerequisites for each feat, including minimum ability scores and base attack bonuses. Important: These feats are in addition to the feats that a character of any class gets for gaining levels see the Star Wars Roleplaying Game, Table Experience and Level-Dependent Benefits. The dark side marauder is not limited to the list given here when choosing those level-based feats.
To rule the galaxy effectively, Emperor Palpatine sometimes needs certain persons removed from it. These might be ambitious planetary governors, greedy crime lords, highly placed Rebel sympathizers, or disloyal Imperial officers. But too often for the Emperor's taste, these individuals rather wisely refuse to come to him, instead making themselves inaccessible. They frequently occupy heavily fortified structures, employ numerous guards, and fill every chamber, corridor, and entrance with security devices. They are determined to survive the Emperor's will. The Emperor is then forced to charge one of his Hands with reach-ing out and crushing these defiant fools.
The Emperor's Hands operate out of devotion to the Emperor. Though they rightly fear his wrath, they also feel gratitude or even affection for him, for he rewards their service lavishly. They enjoy a freedom shared by precious few in the Empire. The fact that they are murdering people to please the Emperor hardly enters into their thinking; after all, these people are often tyrants and killers themselves. Because their targets are usually a threat to the general public-even if that means the Imperial public-the Hands, in a way, protect the public, and thus are doing good. Of Course, the Emperor is not above embellishing the misdeeds of a target to foment a sense of duty in his minions.
Each Emperor's Hand operates alone, often with the false idea that he or she is the Emperor's only assassin. The Hands are given a great deal of support and authority, with special clearances designed to. They rarely identify themselves as Hands, however. The Emperor prefers that they exist as rumorsmythic figures whose powers grow with each whispered story. The words "the Emperor has set his personal assassin on your trail" are often far more effective in controlling the unruly than actually dispatching one of the Hands. Because he or she operates alone, each Hand has a distinctly different method of achieving the Emperor's goals.
Some prefer a surgical strike, leaving a corpse in the midst of a crowd; others would just as soon destroy a fortress full of innocents to reach their target. Some refuse to use lethal force except against their actual target.