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SW5e - Wretched Hives
SW5e - Wretched Hives
TABLE OF CONTENTS
Introduction 4 Chapter 5: Equipment 40
Chapter 1: Step-By-Step Factions 7 Armor and Shields 40
Chapter 2: Entertainment and Downtime 10 Armor Materials 40
Bounty Hunting 12 Armor Properties 41
Buying Enhanced Items 13 Weapons 43
Carousing 14 Weapon Properties 43
Crafting 16 Focuses 48
Crime 18 Casting Properties 48
Espionage 19 Adventuring Gear 50
Gambling 20 Tools 59
Mercenary Contracting 22 Trade Goods 60
Pit Fighting 23 Substances 60
Racing 24 Chapter 6: Customization Options 64
Research 26 Feats 64
Selling Enhanced Items 27 Weapon Focus 66
Training 28 Weapon Supremacy 67
Work 29 Weapons by Class 70
Chapter 3: Factions and Membership 10 Chapter 7: Enhanced Items 70
Faction Benefits 32 Enhanced Item Categories 71
Membership Ranks 34 Awarding Enhanced Items 72
Chapter 4: Using Ability Scores 36 Enhanced Item Values 73
Modifiable Items 74
Variant: Common Modifications 75
Cybernetic Augmentations 76
Droid Customizations 77
Chapter 8: Tool Proficiencies 78
Toolbs by Item 79
Appendix A: Enhanced Items 93
3 TABLE OF CONTENTS
INTRODUCTION
he Star Wars 5th Edition roleplaying game is about
In the Star Wars Dungeons and Dragons game, each
vast worlds populated by myriad sites and player creates an adventurer (also called a character)
species. It shares elements with childhood games of and teams up with other adventurers (played by
make-believe. Like those games, SW5e is driven by friends). Working together, the group might join a
imagination. It's about picturing the expansive faction, earning renown to increase their standing.
marketplace and seeing the different people's living They might become benevolent Jedi, malevolent Sith,
their lives, and seeing how they might interact with the ruthless bounty hunters, or scurrying scoundrels. If no
player's characters. faction catches their attention, they might instead
This book is designed to add another significant layer create their own.
to your SW5e experience. The rules are designed to One player, however, takes on the role of the Game
work alongside the traditional SW5e ruleset, and so an Master (GM), the game's lead storyteller and referee.
experienced player should have no trouble jumping The GM creates adventures for the characters, who
right into the book. For the less experienced-or more navigate its hazards and decide which paths to explore.
curious-player, this Introduction discusses the basics. The GM might describe a populous city, and the
players decide what they want their adventurers to do.
Will they spend time buying and selling wares? Or will
Game Master (GM): As you enter the teeming they look for work and entertainment in the city to
marketplace in a disreputable sector of Nar make—or spend—their coin?
Shaddaa, you see merchants of all types Then the GM determines the results of the
peddling wares, trying to entice the flowing adventurers' actions and narrates what they
traffic. As you move further into the crowd, experience. Because the GM can improvise to react to
one of the vendors catches your attention as anything the players attempt, SW5e is infinitely flexible,
they hail you. and each adventure can be exciting and unexpected.
Rickey (playing Vinto): I'm going to check out
The game has no real end; when one story or quest
what they have for sale.
wraps up, another one can begin, creating an ongoing
story called a campaign. Many people who play the
Drew (playing Dash): I'm going to keep an eye on game keep their campaigns going for months or years,
the crowd to make sure our things aren't meeting with their friends every week or so to pick up
stolen. the story where they left off. The adventurers grow in
Erik (playing Kodo): ... might as the campaign continues. Each force defeated,
each adventure completed, and each relic recovered
not only adds to the continuing story, but also earns
Unlike a game of make-believe, SW5e gives structure to the adventurers new capabilities. This increase in
the stories, a way of determining the consequences of power is reflected by an adventurer's rank in a faction,
the adventurers' actions. Players roll dice to determine and the tier of the faction itself.
whether or not they can haggle for a better price, or to There's no winning and losing in the Star Wars
try to entice a merchant to accept work instead of Dungeons and Dragons game—at least, not the way
credits for their goods. Anything is possible, but the those terms are usually understood. Together, the GM
dice make some outcomes more probable than others. and the players create an exciting story of bold
adventurers who confront deadly perils. Sometimes an
adventurer might come to a grisly end, dispatched by a
Game Master (GM): OK, one at a time. Rickey, Sith lord. The party itself might meet its demise if it
you're checking the vendor's goods? antagonizes a powerful and malicious faction. Even so,
Rickey: Yeah. Do I see anything cool?
the other adventurers can beseech a powerful Jedi to
revive their fallen comrade, or the players might
GM: Make an Intelligence check. choose (or be forced) to create new characters to carry
Rickey: Does my Investigation skill apply? on. The group might fail to complete an adventure
successfully, but if everyone had a good time and
GM: Sure! created a memorable story, they all win.
Rickey (rolling a d20): Eight. I hate this die!
GM: You see many trinkets and baubles but
EXPLORE CITIES
nothing catches your eye. And Drew, Dash is One of the premier components of Star Wars 5th
watching the crowd? Edition, versus a traditional Dungeons and Dragons
campaign, is the massive—almost overwhelming—
Drew: Yup!
number of planets. Each planet, and each city, hosts its
GM: Okay. Eric, what's Kodo doing? own species, communities, factions, and traditions.
Eric: ... Each city hosts its own activities and factions. Players
can choose to engage in these activities and join these
factions if they so desire. Alternatively, players can
instead form their own faction, recruiting other
4
MASTERY
members to span across multiple cities, planets, or Mastery lets you add twice your proficiency bonus.
even the galaxy itself. Additionally, you always have advantage with mastery.
But if your players want to explore cities more Mastery can be obtained in skills, tools, and saving
indepth, this book is designed to those ends. throws.
PROFICIENT
Proficient lets you add your proficiency bonus.
Proficiency can be obtained in skills, tools, saving
throws, and weapons.
EXPERTISE
Expertise lets you add twice your proficiency bonus.
Expertise can be obtained in skills, tools, and saving
throws.
5 INTRODUCTION
CAREFUL CHECKS
CRITICAL SUCCESSES When you spend at least 10 minutes performing an
When a creature critically succeeds on a saving throw activity that requires an ability check, that check has
against an effect that would deal damage, they treat consequences for failure, and you don't have
the effect's damage as if it had rolled the minimum. disadvantage on the check, you can choose to make
Critical Success Range. A creature's critical success that check carefully, colloquially called "taking 10". If
range determines on what d20 results that creature you do so, you treat the check as if you had rolled a 10
critically succeeds on a save. Typically, a creature has a on the d20. For instance, if you are crafting an item,
critical success range of 0, meaning a creature can't during resolution you make an Intelligence check with
critically succeed on a saving throw. A critical success the appropriate tools to determine your d100 Roll
range of 1 would mean a creature critically succeeds Modifier. Instead of rolling the d20, you can make a
on a saving throw if they roll a 20, while a critical careful check and take 10, treating the check as if you'd
success range of 2 means a creature critically succeeds rolled a 10, adding your Intelligence modifier and
on a saving throw if they roll a 19 or a 20. A critical proficiency bonus, if you are proficient with the tools.
success range cannot exceed 4, causing a creature to If you would have advantage on the check, you can
critically succeed on a 17-20. instead take 15.
INTRODUCTION 6
CHAPTER 1: STEP-BY-STEP FACTIONS
any factions span the galaxy, from lowly gangs
1. DETERMINE YOUR IDEALS
inhabiting a single city to governments
controlling the majority of known planets. While many Every faction deviates in what they value, how they
characters will find a faction they want to join—for exercise those values, and what kind of members they
instance, a Jedi will most likely want to climb the ranks attract. Your faction's ideals help determine what kind
of the Jedi Order—many characters will prefer to build of members you'll attract, should you decide to recruit
their own. outside the confines of your party.
Before you dive into step 1 below, thinking about GOALS
whether or not establishing your own faction is the Each faction has its own goals. One of the most
correct route, and what your faction will do that is not common goals many factions share is the desire for
already done better by others. You might want to increased wealth and influence. Many factions,
create your own bounty hunter organization and try to however, have goals unique to their own efforts. For
take on the greatest bounties the galaxy has to offer. instance, a faction might have a goal of maintaining
Maybe you want to start your own government and peace and prosperity in their region, directing all of
break away from the known powers. Perhaps you want their wealth and influence towards that one goal.
to start your own faction of Force-wielders, separate
from the Jedi and the Sith. Or maybe you just want to BELIEFS
create your own chain of casino resorts, with pazaak Each faction also has its own beliefs. Many nefarious
and companions. factions, such as the Exchange, believe power should
Once you have a faction in mind, follow these steps be wielded by the strong, and that the weak deserve to
in order, making decisions that reflect the faction you be enslaved, while a more monetarily motivated
want. Your conception of your faction might evolve faction, such as the Commerce Guild, believe that
with each choice you make. What's important is that material wealth is the greatest source of control.
your faction helps you realize a character you're
excited to play. MEMBER TRAITS
Throughout this section, we use the term faction Members of a faction are often drawn to it because
sheet to mean whatever you use to track your faction, they share common traits with its members. For
whether it's a formal sheet (like the ones at the end of instance, criminals who prefer to work alone, or in
these rules), some sort of digital record, or a piece of small groups, might be drawn to the Black Sun, while
notebook paper. The official SW5e sheets are a fine bounty hunters might choose to join the Bounty
place to start until you know what information you Broker's Association to earn greater wealth and
need and how you use it during the game. prestige.
INSIGNIA
Building the Mandalorians Every faction has a symbol that represents it, whether
Each step of faction creation includes an example of that symbol is worn publicly or only shown in secret.
that step, with a player building the iconic faction the
Mandalorians. Building the Mandalorians, Step 1
Mandalorian culture places heavy emphasis on
strength and worthiness. The primary goal of the
Mandalorians is to prove that their strength is greater
than that of others. Mandalorian beliefs are
characterized by the Resol'nare, or the Six Actions:
In order for a faction to grow, it must recruit members. Building the Mandalorians, Step 5
A smaller faction will have trouble recruiting skilled
Mandalorians are a tier 17 faction, having existed for
members, while larger factions don't.
thousands of years, unlocking numerous features over
REQUIREMENTS time.
Factors, such as a faction's ideals, headquarters, and Faction Training. Mandalorians have four faction
ability scores play a huge part into how many people a training options. They have their faction-specific
language, Mando'a. They also place heavy emphasis on
faction can recruit, and how skilled those individuals
crafting, so they have armormech's tools, armstech's
are. Additionally, many higher skilled potential
tools, and mechanic's kits.
members of a faction will not consider joining until the
Assocation Proficiency. Mandalorians are proficient in
faction reaches a high enough tier. four ability scores: Strength, Dexterity, Constitution,
and Wisdom. When the faction makes an ability check
DUES
with these abilities, they add their proficiency bonus
Every faction comes with some requirements that must
(+6) to the check.
be fulfilled for members to maintain their status in the Faction Activity. Mandalorians have three faction
faction. For some, it might be simple credit dues. For
activities: Bounty Hunting, Mercenary Contracting, and
others, they might require a certain amount of work Pit Fighting.
each month. Consider what your faction's dues should Enhanced Insignia. Mandalorians have an enhanced
be carefully. insignia. While wearing their insignia, all Mandalorians
can cast the combustive shot at-will tech power (Player's
MEMBERSHIP RANKS Handbook, page 230). Intelligence is their casting
Factions have five total ranks. New members start at ability for this tech power.
1st rank, and over time can work their way as high as Ability Score Improvement. Mandalorians have four
5th rank. Each rank unlocks unique benefits on its own, ability scores improvements. They apply two of them
in addition to the normal benefits of faction to Strength, one to Dexterity, and one to Constitution.
membership. The Mandalorian ability scores and modifiers now look
like this: Strength 20 (+5), Dexterity 12 (+1),
Building the Mandalorians, Step 4 Constitution 16 (+3), Intelligence 8 (-1), Wisdom 14
(+2), Charisma 12 (+1).
Mandalorians are a large, galaxy-spanning faction,
Premium Item Stockpile. Mandalorians choose
that doesn't rely on active recruitment. Instead, new
Mandalorian Helmet as their favored premium
members tend to seek out Mandalorian clans to join.
enhanced item. Any 2nd rank or higher members can
Mandalorians require new members to proficient in at
procure this item.
least one martial weapon and require at least one
Prototype Item Stockpile. Mandalorians choose
workweek of work a month to retain status.
Mandalorian Beskar'gam as their favored prototype
enhanced item. Any 3rd rank or higher members can
5. COME TOGETHER procure this item.
Association Expertise. Mandalorians have expertise in
Factions are a great way to tie a party together in a way
two ability scores: Strength and Wisdom. When the
that an adventure sometimes can't. To some parties,
faction makes an ability check with these abilities, they
the founding and expanding of a faction can be an add twice their proficiency bonus (+12), instead of
adventure in itself. their normal proficiency bonus.
Advanced Item Stockpile. Mandalorians choose
BEYOND 1ST TIER
Mandalorian Shuk'orok as their favored advanced
As your faction expands and earns renown, it increases
enhanced item. Any 4th rank or higher members can
in tier. Each tier unlocks new features, or expands on procure this item.
old ones. Association Advantage. Mandalorians have advantage
FACTION FEATURES on one ability score: Strength. When the faction makes
an ability check with this ability, they have advantage
When your faction increases in tier, it offers features
on the roll.
that benefit members, as shown in the Factions and Ability Score Mastery. Mandalorians have one ability
Membership chapter. Some of these features allow score mastery. They apply this to Strength, increasing
you to increase your faction's ability scores. You can't the score and it's maximum by 2. The Mandalorian
increase an ability score above 20. In addition, every ability scores and modifiers now look like this:
faction's proficiency bonus increases at certain tiers. Strength 22 (+6), Dexterity 12 (+1), Constitution 16
Some features only apply to members who have (+3), Intelligence 8 (-1), Wisdom 14 (+2), Charisma 12
achieved a certain rank. For instance, a 5th-tier faction (+1).
has access to a cache of premium enhanced items, but Legendary. Mandalorians choose the Darksaber as
only members of 2nd rank or higher are able to their favored legendary enhanced item. Only one 5th
requisition from that cache. rank member can procure this item.
RENOWN
Renown is the primary source of faction and
membership progression. Characters earn renown
when they work on behalf of their faction, benefiting
both themselves and the faction itself.
bonus on the check for every five days beyond the first higher
A seller asking half the item's value, and a favor.
that are spent seeking a seller, and a +1 bonus for
every additional 1,000 cr spent on the search, up to a
maximum bonus of +10. The monetary cost includes a COMPLICATIONS
wealthy lifestyle, for a buyer must impresses potential The buying and selling of enhanced items is fraught
business partners. with peril. The large sums of money involved and the
If the characters seek a specific enhanced item, have power offered by enhanced items attract thieves, con
them make the check twice. If both checks succeed, artists, and other villains. If the characters encounter a
they find a seller with the specific enhanced item. shady seller, they have a 50 percent chance of
Otherwise, use the lower of the two rolls to determine triggering a complication. Otherwise, they have a 10
what rarity item they find for sale. percent chance of triggering a complication.
The result of the check determines the rarity of the
item for sale, as shown below in the Purchasable This is a great opportunity to create a rival to the
Enhanced Item table. party, or involve a previous rival.
Advanced 25 -20 The item's original owner will kill to reclaim it; the
4
party's enemies spread news of the transaction.
Legendary 30 -30
The other party is murdered before the transaction is
5
completed.
The d100 Roll Modifier is added to the percentile dice
6 A third party enters the transaction, doubling the price.
rolled for the Buying an Enhanced Item table, which is
discussed below.
UPTIME
Once a seller is found, the player rolls percentile dice The GM can determine whether or not buying
and consults the Buying an Enhanced Item table below, enhanced items can be performed during uptime.
applying a modifier based on the item's rarity, as
shown in the Purchaseable Enhanced Items table.
5 successes You make three allied contacts. 3 You have agreed to take on a noble's debts.
You have been challenged to a duel by an embarrassed
4
COMPLICATIONS nobleman.
Characters who carouse risk bar brawls, accumulating 5 You have made a foe out of a local noble.
a cloud of nasty rumors, and building a bad reputation
around town. For each failure during Resolution, you A boring noble insists you visit each day and listen to
6
long, tedious expositions on lineage.
have a 10 percent chance of triggering a complication.
You have become the target of a variety of
7
This is a great opportunity to create a rival to the embarrassing rumors.
party, or involve a previous rival. You spent an additional 5,000 cr trying to impress
8
people.
The character must make at least one, but up to three You earn 2,500 cr by robbing a noble.
110
checks, and then consult the Crime Roll Modifier table
111 or
You earn 10,000 cr by robbing one of the richest
below. If the character makes more than one check,
higher figures in town.
they can choose the highest value amongst all checks
made. However, for each check made beyond the first,
the DC for each tier increases by 5. The player can COMPLICATIONS
choose to make a Dexterity (Sleight of Hand), Dexterity A life of crime is filled with complications. A character
(Stealth), Intelligence (forgery kit), Intelligence (security committing a crime has a 10 percent chance of
kit), or Intelligence (slicer's kit) check, as appropriate to triggering a complication. They have an additional 10
the crime they attempt. Each check can only be made percent chance of triggering a complication for each
once. check made during Resolution beyond the first.
Crime Roll Modifier This is a great opportunity to create a rival to the
Ability
d100 Roll
party, or involve a previous rival.
Check DC Modifier
10 +5 Crime Complications
15 +10 d8 Complication
20 +15 A bounty equal to your earnings is offered for
1
25 +20 information about your crime.
The character must make at least one, but up to three You win an amount equal to your stake.
110
checks, and then consult the Gambling Roll Modifier
111 or
table below. If the character makes more than one You win an amount equal to three times your stake.
higher
check, they can choose the highest value amongst all
checks made. However, for each check made beyond
the first, the DC for each tier increases by 5. The player COMPLICATIONS
can choose to make a Charisma (Deception), Gambling tends to attract unsavory individuals. The
Intelligence check with the appropriate gaming set, or potential complications involved come from run-ins
Wisdom (Insight) check. If the character is not with the law and associations with various criminals
proficient in the gaming set, they can not make a tied to the activity. Every workweek spent gambling
Charisma (Deception) or Wisdom (Insight) check. Each brings a 10 percent chance of a triggering a
check can only be made once. complication. They have an additional 10 percent
chance of triggering a complication for each check
Gambling Roll Modifier made during Resolution beyond the first.
Ability
d100 Roll
Intelligence (Technology)
Results (Uptime)
table below.
COMPLICATIONS
Check DC Modifier The greatest risk in research is uncovering false
information. Not all lore is accurate or truthful, and a
10 +5
rival with a scholarly bent might try to lead the
15 +10 character astray, especially if the object of the research
20 +15 is known to the rival. The rival might plant false
information, bribe scholars to give bad advice, or steal
25 +20
key information needed to find the truth.
30 +25 Additionally, a character might run into other
complications during research. Every workweek spent
in research brings a 10 percent chance of a triggering a
The d100 Roll Modifier is added to the percentile dice
complication.
rolled for the Research Results table, which is
discussed below.
This is a great opportunity to create a rival to the
party, or involve a previous rival.
Once the player has determined their research roll
modifier, they then roll percentile dice and consult the
Research Results table below. Research Complications
d6 Complication
Research Results
You accidentally damage a rare, fragile source of
d100 Result 1
information.
40 or
2 You offend a scholar, who demands an extravagant gift.
You learn nothing.
lower
If you had known the source of information was cursed,
41-
3
You learn one piece of lore. you never would have opened it.
70
A scholar becomes obsessed with convincing you of a
71-
4
You learn two pieces of lore. number of strange theories.
100
Your actions cause you to be banned from a library or
101-
5
You learn three pieces of lore. some other academic institution.
110
You uncovered useful lore, but only by promising to
111 or
You learn five pieces of lore, as well as the relative 6
complete a dangerous task in return.
higher location of an item worth at least 5,000 cr.
UPTIME
Each piece of lore is the equivalent of one true
statement about a person, place, or thing. Examples Conducting research is generally a long-term activity,
include knowledge of a creature's resistances, the requiring time and devotion, best suited to downtime.
method required to enter a sealed tomb, or the
clandestine knowledge held by a specific person.
40 or
You earn enough to support a poor lifestyle for the Check DC Result
lower week, with 10 cr left over.
You earn enough to support a poor lifestyle for
41-
You earn enough to support a modest lifestyle for 10
night, with 2 cr left over.
70 the week, with 50 cr left over.
You earn enough to support a modest lifestyle
71-
You earn enough to support a comfortable lifestyle 15
for night, with 10 cr left over.
100 for the week, with 100 cr left over.
You earn enough to support a comfortable
101-
You earn enough to support a wealthy lifestyle for 20
lifestyle for night, with 20 cr left over.
110 the week, with 200 cr left over.
You earn enough to support a wealthy lifestyle
You somehow earn enough to support an 25
111 or
for night, with 40 cr left over.
aristocratic lifestyle for the week, with 500 cr left
higher You earn enough to support a aristocratic
over. 30
lifestyle for night, with 100 cr left over.
COMPLICATIONS COMPLICATIONS
Despite what should be an uneventful, satisfying week You have a 10 percent chance of triggering a
of simple work, complications can arise from this complication. If you fail to meet an ability check DC,
activity. A character spending a week working has a 10 you instead have a one-hundred percent chance of
percent chance of triggering a complication. triggering a complication.
Each faction has its own goals. One of the most Rank Member CR Generation
common goals many factions share is the desire for 1 1/8 1
increased wealth and influence. Many factions,
2 1/2 2
however, have goals unique to their own efforts. For
instance, a faction might have a goal of maintaining 3 1 3
peace and prosperity in their region, directing all of 4 2 4
their wealth and influence towards that one goal.
5 5 5
BELIEFS
Each faction also has its own beliefs. Many nefarious Additionally, certain NPCs might also require a
factions, such as the Exchange, believe power should higher tier to join your faction. For instance, a skilled
be wielded by the strong, and that the weak deserve to craftsman might not have a high CR, but might still
be enslaved, while a more monetarily motivated require a faction to be a higher tier to merit joining.
faction, such as the Commerce Guild, believe that
material wealth is the greatest source of control. RENOWN
MEMBER TRAITS Characters who act on behalf of their faction's interest
Members of a faction are often drawn to it because earn renown, improving their own standing within their
they share common traits with its members. For faction as well as their faction's overall effectiveness. In
instance, criminals who prefer to work alone, or in order for a faction to increase in tier, it must have a
small groups, might be drawn to the Black Sun, while specific amount of renown, as shown in the Faction
bounty hunters might choose to join the Bounty Benefits table on page ---. Additionally, once a faction
Broker's Association to earn greater wealth and reaches tier 6, it must have a certain amount of
prestige. renown generated each month in order to progress to
subsequent tiers.
NPC faction members generate an amount of
renown each month determined by their rank in the
faction, as shown in the Membership Ranks CR and
Renown table above.
ASSOCIATION EXPERTISE
Beginning at 10th tier, your faction gains expertise in
one ability score in which it is proficient.
At 14th tier, your faction gains expertise in another
ability score in which it is proficient.
EARN RENOWN
Beginning at 1st rank when you join a faction, you gain WORD OF ADVICE
the ability to earn renown for your faction, allowing While you can see and hear your mentor, you can gain
you to advance in rank. For every successful workweek advantage on one ability check, attack roll, or saving
in a downtime activity furthering your faction's throw (no action required). You can wait until after you
interests, you gain 1 renown. Additionally, you gain roll the d20 to use this feature, but you must decide
access to faction-specific missions. Every time you before the GM says whether the roll succeeds or fails.
complete a mission for your faction, you gain 1 or more Once you've used this feature, you must complete a
renown. short or long rest before you can use it again.
1 1
2 2
Other actions as deemed appropriate by the GM. Other actions as deemed appropriate by the GM.
The faction then makes an Intelligence check The faction then makes a Charisma check contested
contested by the target faction's Dexterity check. On a by the target faction's Wisdom check. On a success,
success, they achieve the attempted action. On a they achieve the attempted action. On a failure, they
failure, they are instead rebuffed. are instead rebuffed.
them rarely having a predetermined price. Buying and Type Increase Type Increase
selling enhanced items can rarely be performed easily,
often requiring extensive time and credits to find a Light armor 1,000 cr Light shield 250 cr
potential buyer and seller. Medium armor 2,000 cr Medium shield 750 cr
CHAPTER 5 | EQUIPMENT 40
ARMOR PROPERTIES
BESKAR
Armor and shields made from beskar gains the Many armors and shield have special properties
regulated property, but also the strength 11 property. related to their use, as shown in the Armor table. You
If the armor or shield would already have the strength must be proficient in and wearing armor or wielding a
property, instead increase the strength number by 2. shield to benefit from its special properties.
BONE ABSORPTIVE
Bone armor and shields have the barbed (1d4) and When you are wearing armor or wielding a shield with
spiked (1d4) properties, respectively, but suffer a -1 this property, damage that you take from weapons is
penalty to Armor Class. reduced by an amount equal to the absorptive
number. If this would reduce the damage to 0, the
CRYSTADIUM damage is instead reduced to 1.
Armor and shields made from crystadium has the
absorptive 1 property, but also the rigid and AGILE
imbalanced properties, respectively. While wearing armor or wielding a shield with this
property, your Dexterity score becomes equal to the
DURAFIBER agile number. If your Dexterity is already equal to or
Durafiber armor and shields have their strength greater than the agile number, it has no effect on you.
number reduced by one step (from 19 to 17, 17 to 15,
15 to 13, or 13 to 11). If the strength number is 11, this ANCHOR
removes the strength property from it entirely. If the A shield with this property can be used to provide
armor or shield lacks the strength property, it instead cover. As an action, you can anchor or recover the
gains the lightweight property. Additionally, durafiber shield. While anchored, you gain no benefit from a
armor and shields suffer a -1 penalty to Armor Class. shield, and it does not require the use of a hand.
Instead, while anchored, a light shield provides one-
DURANIUM quarter cover, a medium shield provides half cover,
Armor and shields made from duranium gain the and a heavy shield provides three-quarters cover.
reactive 1 and responsive 1 properties, respectively,
but also the cumbersome property. AVOIDANT
When wearing armor or wielding a shield with this
DURASTEEL property and a creature makes an attack against you,
Durasteel armor has the impermeable and rigid the critical hit range decreases by an amount equal to
properties. Durasteel shields have the interlocking and the avoidant number, to a minimum of 1.
imbalanced properties.
BARBED
DURAVLEX When you succeed on a Strength (Athletics) check to
Armor and shields made from duravlex have the silent initiate or maintain a grapple while wearing armor with
and concealing properties, respectively, but suffer a -1 this property, the creature takes kinetic damage using
penalty to Armor Class. the barbed damage (which appears in parentheses
with the property) + your Strength modifier.
FLEXIMETAL
Fleximetal armor and shields gain the avoidant 1 CHARGING
property, but also the strength 11 property. If the When you take damage while wearing armor or
armor or shield would already have the strength wielding a shield with this property, you gain a charge.
property, instead increase the strength number by 2. You can store a maximum number of charges equal to
the charging number, and the charges last for 1
LAMINANIUM minute. The next time you hit with a melee weapon
Armor and shields made from laminanium gain the attack while you have charges, you deal additional
obscured and lambent properties, respectively, but damage of the same type as the weapon's damage
also the cumbersome property. equal to the number of charges stored, and the
charges are expended.
NEUTRONIUM
Neutronium armor and shields gain the insulated 1 CONCEALING
property, but also the strength 11 property. If the While wielding a shield with this property, you have
armor or shield would already have the strength advantage on Dexterity (Stealth) checks that rely on
property, instead increase the strength number by 2. sight.
PLASTOID CUMBERSOME
Armor made from plastoid has the reinforced and rigid While wearing armor or wielding a shield with this
properties. Shields made from plastoid have the property, your speed is reduced by 5.
anchor and imbalanced properties.
QUADANIUM
Quadanium armor and shields gain the charging 1
property, but also the cumbersome property.
41 CHAPTER 5 | EQUIPMENT
GAUNTLETED POWERED
While wearing armor with this property, your unarmed While wearing armor with this property, your Strength
strikes deal kinetic damage using the gauntleted score becomes equal to the powered number. If your
damage (which appears in parentheses with the Strength is already equal to or greater than the
property) + your Strength modifier. powered number, it has no effect on you.
IMBALANCED REACTIVE
When you are critically hit while wielding a shield with When you are wearing armor with this property and a
this property, you can't take reactions until the start of creature hits you with an attack roll, you gain a bonus
your next turn, and you gain no AC benefit from your to AC against the next attack from that creature before
shield against the next attack against you before the the start of your next turn equal to the reactive
start of your next turn. number.
IMPERMEABLE REGULATED
Armor with this property functions as an enviro-suit, When you are wearing armor or wielding a shield with
flight suit, and water suit. this property and a creature rolls the maximum on a
weapon damage die against you, they must reroll and
INSULATED use the new roll, even if the new roll is the maximum
When you make a saving throw against an effect that on the weapon damage die.
would deal ion or lightning damage while wearing
armor or wielding a shield with this property, you can REINFORCED
treat a d20 roll of below the insulated number as the When you make a long jump while wearing armor with
insulated number. this property, you can cover a number of feet up to
twice your Strength score. When you make a high
INTERLOCKING jump, you can leap a number of feet up into the air
While wielding a shield with this property within 5 feet equal to 3 + twice your Strength modifier.
of a friendly creature who is also wielding a shield with
this property, you can both use your reactions on RESPONSIVE
either of your turns to interlock the shields. While While you are wielding a shield with this property and
interlocked, both creatures gain a bonus to AC equal to an attack misses you by an amount less than or equal
the interlocking number. If at any point the creatures to your bonus to AC from your shield, you gain a bonus
are more than 5 feet from each other, the shields to AC against the next attack from that creature before
immediately de-interlock, and this effect ends. the start of your next turn equal to the responsive
number.
LAMBENT
While wielding a shield with this property, you can use RIGID
a bonus action to activate or deactivate the shield's While wearing armor with this property, you add half
light. While active, the shield sheds bright light in a 5- your Dexterity modifier (rounded down), instead of
foot radius and dim light for an additional 5 feet. your full Dexterity modifier, to Dexterity saving throws
Additionally, Dexterity (Stealth) checks made while the you make. If your Dexterity modifier is negative, you
shield's light is active that rely on sight have instead subtract the full modifier.
disadvantage.
SILENT
LIGHTWEIGHT While wearing armor with this property, you have
Armor and shields with this property have their weight advantage on Dexterity (Stealth) checks that rely on
reduced by half. sound.
MAGNETIC SPIKED
While you are wielding a shield with this property and a When you succeed on a Strength (Athletics) check to
melee weapon attack misses you by an amount less shove or trip a creature while wielding a shield with
than or equal to your bonus to AC from your shield, the this property, the creature takes kinetic damage using
attacking creature must make a Strength check, DC the spiked damage (which appears in parentheses with
equal to the magnetic number. On a failed save, the the property) + your Strength modifier. If you use a
creature's weapon adheres to the shield. As an action, shield with this property as an improvised weapon, the
a creature can repeat this check. On a success, the damage increases by one step (from d4 to d6, d6 to d8,
weapon is freed. or d8 to 2d4).
OBSCURED STEADFAST
While wearing armor or wielding a shield with this While wearing armor or wielding a shield with this
property, electronic sensors and cameras have property, you have advantage on Strength checks and
disadvantage on Wisdom (Perception) and Intelligence Strength saving throws to avoid being moved.
(Investigation) checks against you that rely on sight.
VERSATILE
A shield with this property can be used with one or two
hands. While wielded in two hands, you gain an
additional bonus to AC equal to the versatile number.
CHAPTER 5 | EQUIPMENT 42
ARMOR AND SHIELDS
Name Cost Armor Weight Properties
Light Armor
Duranium combat suit 1,100 cr 11 + Dex modifier 10.00 lb Cumbersome, reactive 1
Duravlex fiber armor 1,450 cr 11 + Dex modifier 13.00 lb Silent
Fleximetal fiber armor 1,450 cr 12 + Dex modifier 13.00 lb Avoidant 1, strength 11
Medium Armor
Neutronium mesh 2,500 cr 13 + Dex modifier (max 2) 20.00 lb Insulated 1, strength 11
Beskar weave armor 3,000 cr 14 + Dex modifier (max 2) 25.00 lb Regulated, strength 11
Plastoid composite 4,500 cr 15 + Dex modifier (max 2) 45.00 lb Bulky, reinforced, rigid
Heavy Armor
Durafiber battle armor 6,750 cr 15 55.00 lb Bulky, strength 11
Laminanium assault 8,000 cr 17 60.00 lb Bulky, cumbersome, obscured, strength 15
Durasteel exoskeleton 15,000 cr 18 65.00 lb Bulky, impermeable, rigid, strength 17
Shield
Bone light shield 300 cr +0 6.00 lb Spiked (1d4)
Crystadium medium shield 900 cr +2 18.00 lb Absorptive 1, imbalanced, strength 13
Quadanium heavy shield 2,000 cr +3 36.00 lb Charging 1, cumbersome, obtrusive, strength 15
WEAPONS
In addition to armor varying across myriad planets, you WEAPON PROPERTIES
might find new and unique types of weaponry
Many weapons have special properties related to their
available. Your weapon proficiencies reflect the tools
use, as shown in the Weapons table.
you are most likely to use. The Weapons tables show
additional weapons used in the worlds of Star Wars, BITING
their price and weight, the damage they deal when This weapon's damage becomes acid. Additionally,
they hit, and any special properties they possess. when you would make a melee weapon attack with a
weapon with the biting property, you can instead force
WEAPON PROFICIENCY the target to make a Constitution saving throw (DC = 8
Your species, class, and feats can grant you proficiency + your bonus to attacks with the weapon, or the biting
with certain weapons or categories of weapons. The number, whichever is lower). If you would have
three types of weapons—blaster, lightweapon, and advantage on your attack roll, the creature instead has
vibroweapon, are further broken down into two disadvantage on their saving throw, and if you would
categories—simple and martial. Proficiency with a have disadvantage on your attack roll, the creature
weapon allows you to add your proficiency bonus to instead has advantage on their saving throw. On a
the attack roll for any attack you make with that failed save, the target takes normal weapon damage
weapon. If you make an attack roll using a weapon with and is subjected to any additional effects that would
which you lack proficiency, you do not add your occur on a hit, and the first attack it makes before the
proficiency bonus to the attack roll. end of its next turn has disadvantage. If damage dealt
Proficiency in these weapons is discussed further in by this weapon reduces a creature to 0 hit points, it
Chapter 6. must make a DC 13 Constitution saving throw. On a
failed save, it dies immediately without making death
saving throws. A disintegrated creature and everything
unenhanced it is wearing and carrying are reduced to a
pile of fine gray dust. A creature destroyed in this way
can not be revitalized.
43 CHAPTER 5 | EQUIPMENT
BRIGHT DISINTEGRATE
This weapon's damage becomes fire, and its luminous When a creature is reduced to 0 hit points by a weapon
property sheds bright light in a 5-foot radius and dim with the disintegrate property, it must make a
light for an additional 5 feet while activated, instead of Constitution saving throw, DC equal to the disintegrate
only dim light in a 5-foot radius. Additionally, when you number. On a failed save, it dies immediately without
would make a melee weapon attack with a weapon making death saving throws. A disintegrated creature
with the bright property, you can instead force the and everything unenhanced it is wearing or carrying
target to make a Dexterity saving throw (DC = 8 + your are reduced to a pile of fine gray dust. A creature
bonus to attacks with the weapon, or the bright destroyed in this way can not be revitalized.
number, whichever is lower). If you would have
advantage on your attack roll, the creature instead has DISRUPTIVE
disadvantage on their saving throw, and if you would When a creature is forced to make a Constitution
have disadvantage on your attack roll, the creature saving throw to maintain concentration due to taking
instead has advantage on their saving throw. On a damage from a weapon with the disruptive property,
failed save, the target takes normal weapon damage the DC for the check equals 10 or the full damage
and is subjected to any additional effects that would taken, whichever number is higher, instead of only half.
occur on a hit, and the creature takes additional KEEN
damage of the same type at the start of its next turn When you make a weapon attack with a weapon with
equal to your governing ability modifier. the keen property, the critical hit range increases by an
BRUTAL amount equal to the keen number.
When you score a critical hit with a weapon with the
MIGHTY
brutal property, you roll a number of additional When making an attack with a mighty weapon, you use
weapon damage dice equal to the brutal number. your choice of your Strength or Dexterity modifier for
CORRUPTION the attack and damage rolls. You must use the same
This weapon's damage becomes necrotic, and it loses modifier for both rolls.
the luminous property if it has it. Additionally, when NEURALIZING
you would make a melee weapon attack with a weapon When you hit a creature with a weapon with the
with the corruption property, you can instead force the neuralizing property, you can force it to make a
target to make a Wisdom saving throw (DC = 8 + your Wisdom saving throw, DC equal to the neuralizing
bonus to attacks with the weapon, or the corruption number. On a failed save, the creature takes an
number, whichever is lower). If you would have additional 1d4 psychic damage and becomes
advantage on your attack roll, the creature instead has frightened of you until the start of its next turn.
disadvantage on their saving throw, and if you would
have disadvantage on your attack roll, the creature PIERCING
instead has advantage on their saving throw. On a Before you make a weapon attack with a weapon with
failed save, the target takes normal weapon damage the piercing property, you can choose to gain a bonus
and is subjected to any additional effects that would to the attack roll up to the piercing number. If you do
occur on a hit, and the creature cannot regain hit so and you hit with it, you suffer an equivalent penalty
points until the start of your next turn. to the damage roll.
DEFENSIVE SHOCKING
When you make your first attack on your turn with a When you hit a creature with a weapon with the
weapon with the defensive property, you can choose to shocking property, you can force it to make a Dexterity
suffer a penalty to attack and damage rolls with that saving throw, DC equal to the shocking number. On a
weapon up to the defensive number. If you do so, you failed save, the creature takes an additional 1d4
gain the same bonus to AC. These effects last until the lightning damage and becomes shocked until the end
start of your next turn, as long as you're holding the of its next turn.
weapon.
SILENT
DIRE When you make a ranged weapon attack with a
Before you make a weapon attack with a weapon with weapon with the silent property while hidden, it does
the dire property, you can choose to suffer a penalty to not automatically reveal your presence. Make a
the attack roll up to the dire number. If you do so and Dexterity (Stealth) check contested by your targets'
you hit with it, you gain an equivalent bonus to the Wisdom (Perception) check. On a success, you remain
damage roll. hidden.
DISARMING
When you score a critical hit with a weapon with the
disarming property against a creature that is holding
an object, you can attempt to disarm the target (no
action required). If the target is no more than one size
larger than you (your size or smaller if your weapon
has the light property), it must succeed on a Strength
saving throw (DC = 8 + your bonus to attacks with the
weapon) or it drops an object of your choice at its feet.
CHAPTER 5 | EQUIPMENT 44
SPECIAL WEAPONS
SMART Weapons with special rules are described below.
This weapon ignores your Dexterity score and
proficiency bonus. Two numbers appear in FLECHETTE CANNON
parentheses with the property—the first is the The flechette cannon does not make attack rolls.
weapon's Dexterity score, and the second is the Rather than traditional power cells, the flechette
weapon's proficiency bonus. The weapon uses these cannon uses specialized projector tanks, which, when
values instead of yours when you make attack and fired, spray an area with the contents of the tank.
damage rolls with it. If you lack proficiency with the Projector tanks require your target to make a saving
weapon, the weapon does not benefit from its throw to resist the tank’s effects. It can have different
proficiency bonus. ammunition types loaded simultaneously, and you can
choose which ammunition you’re using as you fire it
SONOROUS (no action required). If you don’t meet the flechette
When you hit a creature with a weapon with the cannon’s strength requirement, creatures have
sonorous property, you can force it to make a advantage on their saving throws. If you lack
Constitution saving throw, DC equal to the sonorous proficiency in the flechette cannon, you must roll the
number. On a failed save, the creature takes an damage dice twice and take the lesser total.
additional 1d4 sonic damage and becomes deafened
until the end of its next turn. GRENADE LAUNCHER
Rather than traditional power cells, the grenade
SWITCH launcher fires grenades. When firing a grenade at long
A weapon with the switch property can deal an range, or if you don’t meet the grenade launcher’s
alternate type of damage. A damage value appears in strength requirement, creatures within the radius of
parentheses appears with the property-the damage the grenade’s explosion have advantage on the saving
when the weapon uses its alternate damage type. On throw. If you lack proficiency in the grenade launcher,
your turn, you can use your object interaction to you must roll the damage dice twice and take the
change the weapon's damage type. lesser total.
VICIOUS ROCKET LAUNCHER
Whenever you deal damage with a weapon with the Rather than traditional power cells, the rocket launcher
vicious property and roll the maximum on a weapon fires specialized projectiles in the form of rockets.
damage die, you gain a bonus to damage equal to the When firing a rocket at long range, or if you don’t meet
vicious number. the rocket launcher’s strength requirement, creatures
within the radius of the rocket’s explosion have
advantage on the saving throw.
SHOULDER BLASTER
Mounted by the shoulder slot, a shoulder blaster does
not require a free hand to use. Additionally, you have
advantage on Strength ability checks and saving throws
to avoid being disarmed of this weapon.
SHOULDER CANNON
Mounted by the shoulder slot, a shoulder cannon does
not require a free hand to use. Additionally, you have
advantage on Strength ability checks and saving throws
to avoid being disarmed of this weapon.
VAPOR PROJECTOR
The vapor projector does not make attack rolls. Rather
than traditional power cells, the vapor projector uses
specialized projector tanks, which, when fired, spray an
area with the contents of the tank.
Projector tanks require your target to make a saving
throw to resist the tank’s effects. It can have different
ammunition types loaded simultaneously, and you can
choose which ammunition you’re using as you fire it
(no action required). If you don’t meet the vapor
projector’s strength requirement, creatures have
advantage on their saving throws. If you lack
proficiency in the vapor projector, you must roll the
damage dice twice and take the lesser total.
45 CHAPTER 5 | EQUIPMENT
BLASTERS
Name Cost Damage Weight Properties
Simple Blasters
Cryo carbine 1,250 cr 1d6 cold 6.00 lb Power cell (range 45/180), reload 12, two-handed, vicious 1
Cryo pistol 750 cr 1d4 cold 2.00 lb Power cell (range 30/120), reload 8, vicious 1
Power cell (range 60/240), disintegrate 13, reload 8, strength 11,
CHAPTER 5 | EQUIPMENT 46
LIGHTWEAPONS
Name Cost Damage Weight Properties
Simple Lightweapons
Saber-mace 950 cr 1d8 energy 2.75 lb Brutal 1, dexterity 13, hidden, luminous, versatile (1d10)
Sickle-saber 700 cr 1d6 energy 1.00 lb Dexterity 11, dire 1, hidden, light, luminous
Martial Lightweapons
Bite-saber 1,800 cr 1d6 energy 2.50 lb Biting 13, hidden, luminous, versatile (2d4)
Blight-saber 1,800 cr 1d6 energy 2.50 lb Corruption 13, hidden, luminous, versatile (2d4)
Bright-saber 1,800 cr 1d6 energy 2.50 lb Bright 13, hidden, luminous, versatile (2d4)
Broad-saber 1,000 cr 2d4 energy 2.75 lb Dexterity 13, dire 1, luminous, versatile (1d8)
Buster-saber 2,900 cr 1d12 energy 7.25 lb Brutal 1, dexterity 19, heavy, keen 1, luminous, reach, two-handed
Crossguard saber 725 cr 1d8 energy 3.25 lb Defensive 1, dexterity 13, heavy, luminous, versatile (1d10)
Dual-phase saber 1,250 cr 2d4 energy 3.00 lb Dexterity 13, hidden, luminous, versatile (1d12), vicious 1
Guard shoto 375 cr 1d4 energy 1.25 lb Defensive 1, finesse, hidden, light luminous
Light-glaive 2,050 cr 1d10 energy 5.75 lb Brutal 1, dexterity 13, luminous, reach, two-handed
Light-katana 925 cr 1d8 energy 2.75 lb Dexterity 11, hidden, luminous, piercing 1, versatile (1d10)
Light-nodachi 3,050 cr 3d4 energy 4.50 lb Dexterity 17, luminous, piercing 1, two-handed, vicious 1
Sith Saber 925 cr 2d4 energy 2.75 lb Dexterity 11, hidden, keen 1, versatile (1d10)
Warsaber 2,175 cr 2d6 energy 4.25 lb Dexterity 15, reckless 1, two-handed, vicious 1
VIBROWEAPONS
Name Cost Damage Weight Properties
Simple Vibroweapons
Diresword 300 cr 1d6 kinetic 3.75 lb Dexterity 11, dire 1, heavy
Nerve-baton 375 cr 1d4 kinetic 2.00 lb Disruptive, neuralizing 13
Vibro-sabre 300 cr 1d6 kinetic 1.75 lb Dexterity 11, keen 1, light
Martial Vibroweapons
Dire Vibroblade 550 cr 1d8 kinetic 7.00 lb Dexterity 13, dire 1, versatile (1d10)
Echostaff 600 cr 1d6 kinetic 5.00 lb Double (1d6 kinetic), finesse, sonorous 13
Electro-baton 275 cr 1d4 kinetic 1.00 lb Finesse, light, shocking 13
Electro-hammer 950 cr 1d10 kinetic 8.75 lb Dexterity 11, Heavy, shocking 13, two-handed
Electro-staff 600 cr 1d6 kinetic 5.00 lb Double (1d6 kinetic), finesse, shocking 13
Vibro-battleaxe 1,200 cr 1d12 kinetic 10.00 lb Brutal 1, dexterity 13, heavy, two-handed
Vibro-buster 1,850 cr 1d12 kinetic 13.25 lb Brutal 1, dexterity 19, heavy, keen 1, reach, two-handed
Vibro-flail 500 cr 2d4 kinetic 4.75 lb Dexterity 11, reckless 1
Vibro-glaive 1,200 cr 1d10 kinetic 10.00 lb Brutal 1, dexterity 13, reach, two-handed
Vibro-hammer 600 cr 2d4 kinetic 7.50 lb Heavy, two-handed, vicious 1
Vibro-katana 450 cr 1d8 kinetic 5.75 lb Dexterity 11, piercing 1, versatile (1d10)
Vibro-knife 225 cr 1d4 kinetic 1.00 lb Finesse, light, piercing 1
Vibro-nodachi 2,200 cr 3d4 kinetic 12.00 lb Dexterity 17, piercing 1, two-handed, versatile (1d10)
Vibro-shield 325 cr 1d8 kinetic 3.75 lb Defensive 1, fixed
Vibro-stiletto 250 cr 1d4 kinetic 1.00 lb Finesse, keen 1, light, thrown (range 30/90)
Vibro-tonfa 225 cr 1d4 kinetic 1.00 lb Defensive 1, finesse, light
War hat 350 cr 1d6 kinetic 3.25 lb Defensive 1, disguised, returning, thrown (range 30/90)
Warsword 1,650 cr 2d6 kinetic 10.75 lb Dexterity 15, reckless 1, two-handed, vicious 1
47 CHAPTER 5 | EQUIPMENT
FOCUSES
For both force- and tech-casting, there exist focuses CASTING PROPERTIES
which are used to channel their respective powers.
While focus generators are optional for forcecasters, Some focuses have special properties related to their
techcasters are required to have a focus in order to use, as shown in the Data Recording and Storage
cast their powers. Wristpads are traditionally worn on subsection of the Adventuring Gear section.
the wrist and do not require a hand to activate, while ABSORBING
focus generators generally take the form of a small While using this item as your focus, when you take
scepter or crystal that is traditionally held in the hand. damage from any source, you can reduce that damage
by an amount up to the absorptive number, provided
FOCUS PROFICIENCY
you have a number of force or tech points equal to half
Unlike weapons and armor, no proficiency is required the damage absorbed. When you do so, you lose half
to use focuses. Instead, you need the ability to the damage taken in force or tech points.
forcecast for focus generators and the ability to
techcast for wristpads. ACCESSING
While using this item as your focus, you gain access to
VARIANT: ALTERNATIVE FOCUSES a number of new powers (chosen by the GM) of a
While traditionally there are only two types of focuses
combined total no greater than the access number.
—focus generators and wristpads—certain class The powers count as known by you, and you can't
features and enhanced items unlock the ability to use unlearn the powers.
an alternative item type. If a character wants to use
something else as their focus, such as a lightsaber or a AMPLIFYING
heavy shield, consider allowing them to do so. Later in While using this item as your focus, your critical hit
this chapter, you'll find rules to add casting properties range with melee force or tech attacks increases by an
to unenhanced focuses. As GM, you can consider amount equal to the amplifying number.
extending these rules to weapons and armor, or even
tools for your engineer, as you deem appropriate. BOLSTERING
Additionally, there are a significant number of focus Prerequisite: Focus generator property
generator and wristpad modifications that grant these While using this item as your focus, your maximum
properties. If a player wants to use an alternative force points increase by the bolstering number.
focus, consider allowing them to use focus generator
and wristpad modifications to in place of the normal CONSTITUTION
modifications for the item they're using as a focus. If While using an item with this property as your focus,
they do so, the DC to install or remove a modification, you gain no benefit from any additional properties the
as shown on page ___, is increased by 5. You should item has unless your Constitution score meets or
also consider allowing engineers to install these mods exceeds the constitution number.
in their archetype focus, even if there is no existing
chassis for that item. DISPELLING
While using this item as your focus, your level of
proficiency in force- or tech-casting ability checks
increases by a number of steps equal to the dispelling
number (to trained, from trained to proficient, from
proficient to expertise, from expertise to mastery, from
mastery to high mastery, or from high mastery to
grand mastery).
CHAPTER 5 | EQUIPMENT
ELONGATING INFLATING
While using this item as your focus, when you cast a While using this item as your focus, when you cast a
power that affects a cylinder, the height of the cylinder power that affects a sphere, the radius of the sphere
increases by an amount equal to the elongating increases by an amount equal to the inflating number.
number, and the radius of the cylinder increases by an
amount equal to half the elongating number. MITIGATING
While using this item as your focus, using the Ready
ENLARGING action to cast a force or tech power no longer requires
While using this item as your focus, when you cast a concentration. You can only have one instance of this
power that affects a cube, the length of each side of feature active at a time. Additionally, if the power
the cube increases by an amount equal to the would not be released, and the power was 1st level or
enlarging number. higher, the cost of the power is reduced by a number
of points equal to the mitigating number, to a
EXPANDING minimum of 1.
While using this item as your focus, when you cast a
power that affects a cone, the length of that cone RANGING
increases by an amount equal to the expanding While using this item as your focus, your critical hit
number. range with ranged force or tech attacks increases by an
amount equal to the ranging number.
EXTENDING
While using this item as your focus, when you cast a RENDING
power that affects a line, the length of the line While using this item as your focus, the critical fail
increases by an amount equal to the extending range of force or tech powers that require a Dexterity
number, and the width of the line increases by an or Intelligence saving throw increases by an amount
amount equal to half the extending number. equal to the rending number.
FADING REPELLING
While using this item as your focus, the critical fail While using this item as your focus, your powers are no
range of force or tech powers that require a Strength longer automatically dispelled or interrupted. Instead,
or Constitution saving throw increases by an amount the DC to interrupt or dispel your powers is equal to 10
equal to the fading number. + the power's level, or 8 + half your proficiency bonus +
your casting modifier for that power, whichever is
FOCUSED greater.
While using this item as your focus, you can't have
disadvantage on Constitution saving throws to STORING
maintain concentration. While using this item as your focus, you can store 1st-
level or higher powers of a combined total no greater
INCREASING than the storing number within the focus for later use.
While using this item as your focus, when you cast a You can cast a power into this item while touching it.
power that has a range of 5 feet or greater, the range The power has no effect other than to be stored in the
of that power increases by an amount equal to the item. If the item can't hold the power, the power is
increasing number. expended without effect. You can cast any power
stored in it at its base level, causing the power to no
ADDING CASTING PROPERTIES TO FOCUSES longer be stored, freeing up the space.
Each of these properties can be used to create a new
unenhanced focus generator wristpad. When SURGING
generating new focuses for player character use, each Prerequisite: Wristpad property
positive property should be offset by a level of While using this item as your focus, your maximum
Constitution, and each property should increase the of tech points increase by the surging number.
the focus by 1,000 cr. This cost scales by the number
of properties and it is in addition to the base cost of WITHERING
the time. For instance, a wristpad with one positive While using this item as your focus, the critical fail
property and the Constitution 11 property would cost range of force or tech powers that require a Wisdom or
1,600 cr (1,000 cr for the positive property + 600 for Charisma saving throw increases by an amount equal
the base cost of the wristpad). A wristpad with two to the withering number.
positive properties and the Constitution 13 property,
however, would cost 3,600 cr (1,000 cr for the first
property, 2,000 cr for the second property, and 600 VARIANT: FOCUS PROPERTIES AND
for the base cost of the wristpad). GMs can generate FEATURES
new focuses in this way, similar to how the Weapon Many of these properties could affect class features.
Calculator can be used to generate new weapons at Consider extending those properties to benefit those
the discretion of the GM. Unenhanced focuses can't features, as appropriate.
exceed 1 level in a single property.
49 CHAPTER 5 | EQUIPMENT
ADVENTURING GEAR
This section describes items that have special rules or
require further explanation. Item Cost Weight
Ammunition
AMMUNITION
Corrosive cartridge 42 cr —
CORROSIVE CARTRIDGE
A corrosive cartridge is a specialized slug cartridge for Cryo cell 350 cr 1.00 lb
use with blaster weapons that deal kinetic damage. Deafening calibrator 550 cr 1.00 lb
When you hit with a shot with the loaded weapon, the
Deafening cell 425 cr 1.00 lb
creature must make a DC 14 Constitution saving throw,
taking 1d8 acid damage on a failed save or half as Deafening collimator 575 cr 1.00 lb
much on a successful one. If you reduce a creature to 0 Deafening dart 70 cr —
hit points with the loaded weapon, it must make a DC
13 Constitution saving throw. On a failed save, it dies Electrifying calibrator 700 cr 1.00 lb
immediately without making death saving throws. A Electrifying cartridge 28 cr —
disintegrated creature and everything unenhanced it is Electrifying collimator 725 cr 1.00 lb
wearing or carrying are reduced to a pile of fine gray
dust. A creature destroyed in this way can not be
revitalized.
CRYO CELL
A cryo cell is a specialized power cell for use with
blaster weapons that deal acid, energy, fire, ion, or DEAFENING DART
sonic damage. The loaded weapon deals cold damage This wrist launcher ammunition deals 1d6 kinetic
instead of its normal damage type, and when you hit damage on a hit. Also on a hit, the creature must make
with a shot the creature must make a DC 14 a DC 14 Constitution saving throw, taking 1d4 sonic
Constitution saving throw. On a failed save, the damage on a failed save.
creature takes 1d4 cold damage and gains 1 slowed Additionally, on a failed save, a creature is deafened
level until the end of its next turn. On a successful save, for 1 minute. At the end of an affected creature's turn,
a creature takes half damage and isn't slowed. If this it can repeat this save, ending the effect on a success.
damage reduces a creature to 0 hit points, that ELECTRIFYING CALIBRATOR
creature is frozen in carbonite for 1 hour. As an action, you can apply this calibrator to one
DEAFENING CALIBRATOR vibroweapon or pair of handwraps within 5 feet,
As an action, you can apply this calibrator to one granting it a +1 bonus to damage rolls for 1 minute.
vibroweapon or pair of handwraps within 5 feet, This bonus is in addition to any bonuses granted by the
granting it a +1 bonus to damage rolls for 1 minute. weapon. Additionally, for the duration, the weapon
This bonus is in addition to any bonuses granted by the gains the shocking 13 property. If it already has the
weapon. Additionally, for the duration, the weapon shocking property, its shocking number increases by 1,
gains the sonorous 13 property. If it already has the to a maximum of 18.
sonorous property, its sonorous number increases by ELECTRIFYING CARTRIDGE
1, to a maximum of 18. An electrifying cartridge is a specialized slug cartridge
DEAFENING CELL for use with blaster weapons that deal kinetic damage.
A deafening cell is a specialized power cell for use with When you hit with a shot with the loaded weapon, the
blaster weapons that deal acid, energy, fire, ion, or creature must make a DC 14 Dexterity saving throw.
sonic damage. The loaded weapon deals sonic damage On a failed save, the creature takes 1d4 lightning
instead of its normal damage type, and when you hit damage and becomes shocked until the end of its next
with a shot the creature must make a DC 14 turn. On a successful save, a creature takes half
Constitution saving throw. On a failed save, the damage and isn't shocked.
creature takes 1d6 sonic damage and is deafened until
ELECTRIFYING COLLIMATOR
the start of your next turn. On a successful save, a As an action, you can apply this collimator to one
creature takes half damage and isn't deafened. lightweapon within 5 feet, granting it a +1 bonus to
DEAFENING COLLIMATOR damage rolls for 1 minute. This bonus is in addition to
As an action, you can apply this collimator to one any bonuses granted by the weapon. Additionally, for
lightweapon within 5 feet, granting it a +1 bonus to the duration, the weapon gains the shocking 13
damage rolls for 1 minute. This bonus is in addition to property. If it already has the shocking property, its
any bonuses granted by the weapon. Additionally, for shocking number increases by 1, to a maximum of 18.
the duration, the weapon gains the sonorous 13
property. If it already has the sonorous property, its
sonorous number increases by 1, to a maximum of 18.
CHAPTER 5 | EQUIPMENT 50
AMMUNITION
ELECTRIFYING DART
This wrist launcher ammunition deals 1d6 kinetic Item Cost Weight
damage on a hit. Also on a hit, the creature must make
Ammunition
a DC 14 Dexterity saving throw, taking 1d4 lightning
damage on a failed save. Electrifying dart 85 cr —
Additionally, on a failed save, a creature is shocked Gas cartridge 36 cr —
for 1 minute. At the end of an affected creature's turn,
it can repeat this save, ending the effect on a success. Flechette clip, fragmentation 250 cr 2.00 lb
Flechette clip, ion 300 cr 2.00 lb
GAS CARTRIDGE
A gas cartridge is a specialized slug cartridge for use Flechette clip, plasma 275 cr 2.00 lb
with blaster weapons that deal kinetic damage. When Flechette mag, fragmentation 550 cr 4.00 lb
you hit with a shot with the loaded weapon, the Flechette mag, ion 600 cr 4.00 lb
creature must make a DC 14 Constitution saving throw.
On a failed save, the creature takes 1d6 poison Flechette mag, plasma 575 cr 4.00 lb
damage and is poisoned until the start of its next turn. Flux collimator 180 cr 1.00 lb
On a successful save, a creature takes half damage and
isn't poisoned.
FLECHETTE CLIP, FRAGMENTATION
When triggered, this wrist launcher ammunition fires a
volley of kinetic flechette rounds in a short line 15 feet FLECHETTE MAG, FRAGMENTATION
long and 5 feet wide or a long line 45 feet long and 5 When triggered, this flechette cannon ammunition fires
feet wide. A single flechette clip holds enough a volley of kinetic flechette rounds in a short line 15
ammunition for three attacks in a short line or one feet long and 5 feet wide or a long line 45 feet long and
attack in a long line. Each creature must make a DC 14 5 feet wide. A single flechette mag holds enough
Dexterity saving throw. A creature takes 1d10 kinetic ammunition for three attacks in a short line or one
damage on a failed save, or half as much as on a attack in a long line. Each creature must make a DC 14
successful one. If you lack proficiency in the wrist Dexterity saving throw. A creature takes 2d10 kinetic
launcher, you have disadvantage on damage rolls with damage on a failed save, or half as much as on a
it successful one.
FLECHETTE CLIP, ION FLECHETTE MAG, ION
When triggered, this wrist launcher ammunition fires a When triggered, this flechette cannon ammunition fires
volley of ion flechette rounds in a short line 15 feet a volley of ion flechette rounds in a short line 15 feet
long and 5 feet wide or a long line 45 feet long and 5 long and 5 feet wide or a long line 45 feet long and 5
feet wide. A single flechette clip holds enough feet wide. A single flechette mag holds enough
ammunition for three attacks in a short line or one ammunition for three attacks in a short line or one
attack in a long line. Each creature must make a DC 14 attack in a long line. Each creature must make a DC 14
Dexterity saving throw. A creature takes 1d6 ion Dexterity saving throw. A creature takes 2d6 ion
damage on a failed save, or half as much as on a damage on a failed save, or half as much as on a
successful one. Any electronics within the blast radius successful one. Any electronics within the blast radius
that aren't being worn or carried are disabled until that aren't being worn or carried are disabled until
rebooted. If you lack proficiency in the wrist launcher, rebooted.
you have disadvantage on damage rolls with it
FLECHETTE MAG, PLASMA
FLECHETTE CLIP, PLASMA When triggered, this flechette cannon ammunition fires
When triggered, this wrist launcher ammunition fires a a volley of energy flechette rounds in a short line 15
volley of energy flechette rounds in a short line 15 feet feet long and 5 feet wide or a long line 45 feet long and
long and 5 feet wide or a long line 45 feet long and 5 5 feet wide. A single flechette mag holds enough
feet wide. A single flechette clip holds enough ammunition for three attacks in a short line or one
ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 14
attack in a long line. Each creature must make a DC 14 Dexterity saving throw. A creature takes 2d10 energy
Dexterity saving throw. A creature takes 1d10 energy damage on a failed save, or half as much as on a
damage on a failed save, or half as much as on a successful one.
successful one. If you lack proficiency in the wrist
launcher, you have disadvantage on damage rolls with FLUX COLLIMATOR
it As an action, you can apply this collimator to one
lightweapon within 5 feet, granting it a +1 bonus to
damage rolls for 1 minute. This bonus is in addition to
any bonuses granted by the weapon.
51 CHAPTER 5 | EQUIPMENT
AMMUNITION
INCENDIARY CELL
An incendiary cell is a specialized power cell for use Item Cost Weight
with blaster weapons that deal acid, energy, fire, ion, or
Ammunition
sonic damage. The loaded weapon deals fire damage
instead of its normal damage type, and when you hit Incendiary cell 275 cr 1.00 lb
with a shot it sets the ground beneath it in a 5-foot Missile, incendiary 160 cr .50 lb
square ablaze for 1 minute. When a creature enters
the fire or starts its turn there it must make a DC 14 Missile, ion 140 cr .50 lb
Dexterity saving throw. On a failed save, the creature Oscillation calibrator 170 cr 1.00 lb
takes 1d8 fire damage or half as much on a successful Panic calibrator 850 cr 1.00 lb
one. A construct makes this save with disadvantage.
Panic collimator 875 cr 1.00 lb
MISSILE, INCENDIARY Panic dart 100 cr —
This wrist launcher ammunition deals 1d6 kinetic
damage on a hit. Additionally, hit or miss, the missile Power generator 1,250 cr 5.00 lb
then explodes, setting the ground beneath it in a 15 Projector canister, corrosive 300 cr 2.00 lb
foot radius ablaze for 1 minute. When a creature
enters the fire or starts its turn there it must make a
DC 14 Dexterity saving throw. On a failed save, the
creature takes 1d8 fire damage or half as much on a
successful one. A construct makes this save with
disadvantage. PANIC DART
This wrist launcher ammunition deals 1d6 kinetic
MISSILE, ION damage on a hit. Also on a hit, the creature must make
This wrist launcher ammunition deals 1d6 kinetic a DC 14 Wisdom saving throw, taking 1d4 psychic
damage on a hit. Additionally, hit or miss, the missile damage on a failed save.
then explodes. The target and each creature within 5
Additionally, on a failed save, a creature becomes
feet must make a DC 14 Dexterity saving throw, taking frightened of you for 1 minute. At the start of an
1d6 ion damage on a failed save or half as much on a affected creature's turn, it can repeat this save, ending
successful one. Any electronics within the blast radius
the effect on a success.
that aren't being worn or carried are disabled until
rebooted. POWER GENERATOR
Power generators energize the rotary cannon.
OSCILLATION CALIBRATOR
As an action, you can apply this calibrator to one PROJECTOR CANISTER, CORROSIVE
vibroweapon or pair of handwraps within 5 feet, When triggered, this wrist launcher ammunition
granting it a +1 bonus to damage rolls for 1 minute. produces a spray of acid in a line 15 feet long and 5
This bonus is in addition to any bonuses granted by the feet wide or a 15-foot cone. A single fuel canister holds
weapon. enough fuel for three attacks in a line or a single attack
in a cone. Each creature must make a DC 14
PANIC CALIBRATOR Constitution saving throw. On a failed save, a creature
As an action, you can apply this calibrator to one takes 1d6 acid damage, and the first attack it makes
vibroweapon or pair of handwraps within 5 feet,
before the end of its next turn has disadvantage. On a
granting it a +1 bonus to damage rolls for 1 minute. successful save, a creature takes half damage and isn't
This bonus is in addition to any bonuses granted by the
disadvantaged. If this damage reduces a creature to 0
weapon. Additionally, for the duration, the weapon
hit points, it must make a DC 13 Constitution saving
gains the neuralizing 13 property. If it already has the throw. On a failed save, it dies immediately without
neuralizing property, its neuralizing number increases
making death saving throws. A disintegrated creature
by 1, to a maximum of 18. and everything it is wearing and carrying are reduced
PANIC COLLIMATOR to a pile of fine gray dust. If you lack proficiency in the
As an action, you can apply this collimator to one wrist launcher, you have disadvantage on damage rolls
lightweapon within 5 feet, granting it a +1 bonus to with it
damage rolls for 1 minute. This bonus is in addition to
any bonuses granted by the weapon. Additionally, for
the duration, the weapon gains the neuralizing 13
property. If it already has the neuralizing property, its
neuralizing number increases by 1, to a maximum of
18.
CHAPTER 5 | EQUIPMENT 52
AMMUNITION
PROJECTOR TANK, CORROSIVE
When triggered, this vapor projector ammunition Item Cost Weight
produces a spray of acid in a line 15 feet long and 5
Ammunition
feet wide or a 15-foot cone. A single fuel tank holds
enough fuel for three attacks in a line or a single attack Projector tank, corrosive 625 cr 3.00 lb
in a cone. Each creature must make a DC 14 Projector tank, cryo 675 cr 3.00 lb
Constitution saving throw. On a failed save, a creature
takes 2d6 acid damage, and the first attack it makes Projector tank, incendiary 650 cr 3.00 lb
before the end of its next turn has disadvantage. On a Rocket, fragmentation 350 cr 2.00 lb
successful save, a creature takes half damage and isn't Rocket, incendiary 535 cr 2.00 lb
disadvantaged. If this damage reduces a creature to 0
hit points, it must make a DC 13 Constitution saving Rocket, ion 475 cr 2.00 lb
throw. On a failed save, it dies immediately without Snare 300 cr 2.00 lb
making death saving throws. A disintegrated creature
Clothing
and everything it is wearing and carrying are reduced
to a pile of fine gray dust. Clothes, clandestine 300 cr 7.00 lb
Sunshades 20 cr —
PROJECTOR TANK, CRYO
When triggered, this vapor projector ammunition
produces a beam of carbonite energy in a line 15 feet
long and 5 feet wide or a 15-foot cone. A single fuel
tank holds enough fuel for three attacks in a line or a
single attack in a cone. Each creature must make a DC
ROCKET, ION
14 Constitution saving throw. On a failed save, a
This rocket launcher ammunition deals 2d6 kinetic
creature takes 2d4 cold damage and gains 1 slowed
damage on a hit. Additionally, hit or miss, the rocket
level until the end of your next turn. On a successful
then explodes. The target and each creature within 15
save, a creature takes half damage and isn't slowed. If
feet must make a DC 14 Dexterity saving throw, taking
this damage reduces a creature to 0 hit points, that
2d6 ion damage on a failed save or half as much on a
creature is frozen in carbonite for 1 hour.
successful one. Any electronics within the blast radius
PROJECTOR TANK, INCENDIARY that aren't being worn or carried are disabled until
When triggered, this vapor projector ammunition rebooted.
produces a burst of flame in a line 15 feet long and 5
SNARE
feet wide or a 15-foot cone. A single fuel tank holds
When hit by this wrist launcher ammunition, a Medium
enough fuel for three attacks in a line or a single attack
or smaller creature is restrained until it is freed. A
in a cone. Each creature must make a DC 14 Dexterity
snare has no effect on formless or Large or larger
saving throw, taking 2d8 fire damage or half as much
creatures. A creature can use its action to make a DC
on a successful one. The fire spreads around corners. It
13 Strength or Dexterity check (the target chooses the
ignites flammable objects in the area that aren't being
ability to use), freeing itself or another creature within
worn or carried.
its reach on a success. The snare has an AC of 10, 5 hit
ROCKET, FRAGMENTATION points, and immunity to all damage not dealt by melee
This rocket launcher ammunition deals 2d6 kinetic weapons. Destroying the snare frees the creature
damage on a hit. Additionally, hit or miss, the rocket without harming it and immediately ends the snare's
then explodes. The target and each creature within 15 effects.
feet must make a DC 14 Dexterity saving throw, taking
2d10 kinetic damage on a failed save or half as much CLOTHING
on a successful one. CLOTHES, CLANDESTINE
These clothes come with two hidden pockets, each of
ROCKET, INCENDIARY which can store up to 1.00 lb. Finding these hidden
This rocket launcher ammunition deals 2d6 kinetic pockets requires a DC 15 Investigation check.
damage on a hit. Additionally, hit or miss, the rocket
then explodes, setting the ground beneath it in a 15 SUNSHADES
foot radius ablaze for 1 minute. When a creature These shades are worn over the eyes. While worn, you
enters the fire or starts its turn there it must make a can no longer have disadvantage due to direct sunlight
DC 14 Dexterity saving throw. On a failed save, the on attack rolls and on Wisdom (Perception) checks that
creature takes 2d8 fire damage or half as much on a rely on sight when you, the target of your attack, or
successful one. A construct makes this save with whatever you are trying to perceive is in direct sunlight.
disadvantage. However, while worn, you have disadvantage on attack
rolls and on Wisdom (Perception) checks that rely on
sight when you, the target of your attack, or whatever
you are trying to perceive is in dim light.
53 CHAPTER 5 | EQUIPMENT
COMMUNICATIONS
PERSONAL TRANSLATOR
A personal translator is a hand held device that can Item Cost Weight
translate verbal communications between up to five
Communications
languages. The languages can be changed out while
interfaced with a protocol droid or appropriate Personal translator 150 cr .50 lb
computer. Vocoder mask 450 cr .50 lb
VOCODER MASK Data Recording and Storage
A vocoder mask is worn over the nose and mouth of a Credit chip 100 cr —
creature, and can translate verbal communications
between up to 15 languages. The languages can be Focus generator 200 cr 1.00 lb
changed out while interfaced with a protocol droid or Repelling wristpad 1,600 cr 2.00 lb
appropriate computer. Storing, withering focus generator 3,200 cr 1.00 lb
DATA RECORDING AND STORAGE Explosives
CREDIT CHIP Grenade, corrosive 200 cr 1.00 lb
The credit chip is a small, flat card that features a Grenade, cryo 325 cr 1.00 lb
security code and algorithm memory stripes. The chip
can be preloaded with a specified number of credits, or Grenade, deafening 225 cr 1.00 lb
it can draw directly from a specific account held by the Grenade, electrifying 300 cr 1.00 lb
user. The credit chip can be accessed with a pin, or by a Grenade, flash 350 cr 1.00 lb
DC 15 slicer's kit check.
FOCUS GENERATOR
A focus generator is a handheld object used to help
forcecasters learn to focus on their powers.
REPELLING WRISTPAD GRENADE, DEAFENING
This wristpad has the repelling and constitution 11 Grenades can be set to detonate on impact or with a
properties. timer that causes them to explode on initiative count
20 (losing all initiative ties). As an action, you can prime
STORING, WITHERING FOCUS GENERATOR and throw a grenade at a point you can see within 30
This focus generator has the storing 1, withering 1, and feet + your Strength modifier x 5. Each creature within
constitution 13 properties. 10 feet must make a DC 14 Constitution saving throw.
A creature takes 2d6 sonic damage on a failed save, or
EXPLOSIVES half as much as on a successful one.
GRENADE, CORROSIVE Additionally, on a failed save, a creature is deafened
Grenades can be set to detonate on impact or with a for 1 minute. At the end of an affected creature's turn,
timer that causes them to explode on initiative count it can repeat this save, ending the effect on a success.
20 (losing all initiative ties). As an action, you can prime
and throw a grenade at a point you can see within 30 GRENADE, ELECTRIFYING
feet + your Strength modifier x 5. Each creature within Grenades can be set to detonate on impact or with a
10 feet must make a DC 14 Constitution saving throw. timer that causes them to explode on initiative count
A creature takes 2d8 acid damage on a failed save, or 20 (losing all initiative ties). As an action, you can prime
half as much as on a successful one. If this damage and throw a grenade at a point you can see within 30
reduces a creature to 0 hit points, it must make a DC feet + your Strength modifier x 5. Each creature within
13 Constitution saving throw. On a failed save, it dies 10 feet must make a DC 14 Dexterity saving throw. A
immediately without making death saving throws. A creature takes 2d6 lightning damage on a failed save,
disintegrated creature and everything unenhanced it is or half as much as on a successful one.
wearing or carrying are reduced to a pile of fine gray Additionally, on a failed save, a creature is shocked
dust. A creature destroyed in this way can not be for 1 minute. At the end of an affected creature's turn,
revitalized. it can repeat this save, ending the effect on a success.
CHAPTER 5 | EQUIPMENT 54
EXPLOSIVES
GRENADE, INCENDIARY
Grenades can be set to detonate on impact or with a Item Cost Weight
timer that causes them to explode on initiative count
Explosives
20 (losing all initiative ties). As an action, you can prime
and throw a grenade at a point you can see within 30 Grenade, incendiary 275 cr 1.00 lb
feet + your Strength modifier x 5. The grenade Grenade, panic 375 cr 1.00 lb
explodes, setting the ground in a 10-foot radius ablaze
for 1 minute. The fire ignites any flammable objects in Grenade, stun 250 cr 1.00 lb
the area that aren't being worn or carried. Mine, corrosive 425 cr 2.00 lb
When a creature enters the fire or starts its turn Mine, cryo 625 cr 2.00 lb
there, it creature must make a DC 14 Dexterity saving
throw. The creature takes 2d8 fire damage on a failed Mine, deafening 450 cr 2.00 lb
save, or half as much damage on a successful one. Mine, electrifying 550 cr 2.00 lb
GRENADE, PANIC
Grenades can be set to detonate on impact or with a
timer that causes them to explode on initiative count
20 (losing all initiative ties). As an action, you can prime
and throw a grenade at a point you can see within 30 MINE, CRYO
feet + your Strength modifier x 5. Each creature within Mines can be set to detonate when a creature comes
10 feet must make a DC 14 Wisdom saving throw. A within up to 15 feet of it or paired with a remote
creature takes 2d6 psychic damage on a failed save, or detonator. As an action, you can prime and set a mine
half as much as on a successful one. on a surface you can reach, which arms at the start of
Additionally, on a failed save, a creature becomes your next turn. When detonated, each creature within
frightened of you for 1 minute. At the start of an 15 feet of it must make a DC 14 Constitution saving
affected creature's turn, it can repeat this save, ending throw. A creature takes 2d6 cold damage on a failed
the effect on a success. save, or half as much as on a successful one.
GRENADE, STUN Additionally, on a failed save, a creature gains 1
Grenades can be set to detonate on impact or with a slowed level for 1 minute. At the end of an affected
timer that causes them to explode on initiative count creature's turn, it can repeat this save, ending the
20 (losing all initiative ties). As an action, you can prime effect on a success.
and throw a grenade at a point you can see within 30 MINE, DEAFENING
feet + your Strength modifier x 5. Each creature within Mines can be set to detonate when a creature comes
10 feet must make a DC 14 Constitution saving throw. within up to 15 feet of it or paired with a remote
On a failed save, a creature is stunned until the end of detonator. As an action, you can prime and set a mine
their next turn. on a surface you can reach, which arms at the start of
Additionally, on a failed save, a creature is your next turn. When detonated, each creature within
unconscious for 1 minute, until it takes damage, or 15 feet of it must make a DC 14 Constitution saving
until someone uses an action to shake or slap the throw. A creature takes 2d6 sonic damage on a failed
creature awake. At the end of an affected creature's save, or half as much as on a successful one.
turn, it can repeat this save, ending the effect on a Additionally, on a failed save, a creature is deafened
success. for 1 minute. At the end of an affected creature's turn,
MINE, CORROSIVE it can repeat this save, ending the effect on a success.
Mines can be set to detonate when a creature comes MINE, ELECTRIFYING
within up to 15 feet of it or paired with a remote Mines can be set to detonate when a creature comes
detonator. As an action, you can prime and set a mine within up to 15 feet of it or paired with a remote
on a surface you can reach, which arms at the start of detonator. As an action, you can prime and set a mine
your next turn. When detonated, each creature within on a surface you can reach, which arms at the start of
15 feet of it must make a DC 14 Constitution saving your next turn. When detonated, each creature within
throw. A creature takes 2d8 acid damage on a failed 15 feet of it must make a DC 14 Dexterity saving throw.
save, or half as much as on a successful one. If this A creature takes 2d6 lightning damage on a failed save,
damage reduces a creature to 0 hit points, it must or half as much as on a successful one.
make a DC 13 Constitution saving throw. On a failed Additionally, on a failed save, a creature is shocked
save, it dies immediately without making death saving for 1 minute. At the end of an affected creature's turn,
throws. A disintegrated creature and everything it can repeat this save, ending the effect on a success.
unenhanced it is wearing or carrying are reduced to a
pile of fine gray dust. A creature destroyed in this way
can not be revitalized.
55 CHAPTER 5 | EQUIPMENT
EXPLOSIVES
MINE, FLASH
Mines can be set to detonate when a creature comes Item Cost Weight
within up to 15 feet of it or paired with a remote
Explosives
detonator. As an action, you can prime and set a mine
on a surface you can reach, which arms at the start of Mine, flash 600 cr 2.00 lb
your next turn. When detonated, each creature within Mine, ion 525 cr 2.00 lb
15 feet of it must make a DC 14 Constitution saving
throw. On a failed save, a creature is blinded for 1 Mine, panic 700 cr 2.00 lb
minute. At the start of an affected creature's turn, it Mine, plasma 250 cr 2.00 lb
can repeat this save, ending the effect on a success. Mine, stun 475 cr 2.00 lb
MINE, ION Life Support
Mines can be set to detonate when a creature comes Underwater respirator 300 cr .50 lb
within up to 15 feet of it or paired with a remote
detonator. As an action, you can prime and set a mine Water suit 1,500 cr 20.00 lb
on a surface you can reach, which arms at the start of Medical
your next turn. When detonated, each creature within
Arm prosthesis 450 cr 16.00 lb
15 feet of it must make a DC 14 Dexterity saving throw.
A creature takes 2d6 ion damage on a failed save, or Ear prosthesis 100 cr .50 lb
half as much as on a successful one. Any electronics Eye prosthesis 250 cr .50 lb
within the blast radius that aren't being worn or carried
are disabled until rebooted. Facial prosthesis 300 cr 2.00 lb
Foot prosthesis 150 cr 4.00 lb
MINE, PANIC
Mines can be set to detonate when a creature comes Forearm prosthesis 300 cr 8.00 lb
within up to 15 feet of it or paired with a remote Hand prosthesis 225 cr 3.00 lb
detonator. As an action, you can prime and set a mine Leg prosthesis 450 cr 24.00 lb
on a surface you can reach, which arms at the start of
your next turn. When detonated, each creature within Throat prosthesis 325 cr 2.00 lb
15 feet of it must make a DC 14 Wisdom saving throw. Torso prosthesis 600 cr 36.00 lb
A creature takes 2d6 psychic damage on a failed save,
or half as much as on a successful one.
Additionally, on a failed save, a creature becomes
frightened of you for 1 minute. At the start of an
affected creature's turn, it can repeat this save, ending
the effect on a success. LIFE SUPPORT
MINE, PLASMA UNDERWATER RESPIRATOR
Mines can be set to detonate when a creature comes Underwater respirators are worn over the mouth and
within up to 15 feet of it or paired with a remote lower face. While worn, you can breath underwater, as
detonator. As an action, you can prime and set a mine the respirator filters the water to create breathable
on a surface you can reach, which arms at the start of oxygen. The respirator functions for 1 hour per power
your next turn. When detonated, each creature within cell (to a maximum of 2 hours) and can be recharged
15 feet of it must make a DC 14 Dexterity saving throw. by a power source or replacing the power cells.
A creature takes 2d10 energy damage on a failed save,
WATER SUIT
or half as much as on a successful one.
Water suits are sealed suits that prevent water from
MINE, STUN getting in or out. Additionally, while wearing a water
Mines can be set to detonate when a creature comes suit, you can breath underwater, as the suit filters the
within up to 15 feet of it or paired with a remote water to create breathable oxygen.
detonator. As an action, you can prime and set a mine
on a surface you can reach, which arms at the start of MEDICAL
your next turn. When detonated, each creature within PROSTHETICS
15 feet of it must make a DC 14 Constitution saving These cybernetic augmentations don't count against
throw. On a failed save, a creature is stunned until the the maximum cybernetic augmentations you can
end of their next turn. support, but they do count towards your total
Additionally, on a failed save, a creature is cybernetics augmentations as shown in the Cybernetic
unconscious for 1 minute, until it takes damage, or Augmentations Side Effects table. Rules for installing
until someone uses an action to shake or slap the augmentations can be found in chapter 7.
creature awake. At the end of an affected creature's Arm Prosthesis. This cybernetic augmentation
turn, it can repeat this save, ending the effect on a replaces a single arm, forearm, and hand.
success. Ear Prosthesis. This cybernetic augmentation
replaces an ear.
Eye Prosthesis. This cybernetic augmentation
replaces an eye.
CHAPTER 5 | EQUIPMENT 56
Facial Prosthesis. This cybernetic augmentation
replaces all or part of a damaged face.
Foot Prosthesis. This cybernetic augmentation
replaces a foot. Item Cost Weight
Forearm Prosthesis. This cybernetic augmentation Storage
replaces a forearm and hand.
Camtono 750 cr 3.00 lb
Hand Prosthesis. This cybernetic augmentation
replaces a hand. Smugglepack 400 cr 6.00 lb
Leg Prosthesis. This cybernetic augmentation Utilities
replaces a leg and a foot.
Computer spike 145 cr .50 lb
Throat Prosthesis. This cybernetic augmentation
replaces a throat, including a creature's voice, though it Security spike 150 cr .50 lb
does not grant a creature the ability to speak beyond Weapon and Armor Accessories
their species' capabilities.
Torso Prosthesis. This cybernetic augmentation Ammo-feed belt 450 cr 1.00 lb
replaces all or part of a damage torso. Holster 75 cr 2.00 lb
Power belt 400 cr 1.00 lb
STORAGE
Rocketpack 10,000 cr 35.00 lb
CAMTONO
A camtono is a secured, handle container used for
transporting valuable goods. A camtono comes with
one key. Without the key, unlocking the camtono
requires a DC 15 security kit to force open. It stores 5
lb., not exceeding 1/4 cubic foot, has an AC of 10, and
HOLSTER
15 hit points. Destroying the camtono risks damaging
A holster can be worn on the leg, hip, or back, and can
any goods stored inside.
be used to store a single weapon. You can draw a
SMUGGLEPACK weapon stored in a holster without using an action.
This backpack comes with a main compartment that Once you've done so, you can't do so again until you
stores 15.00 lb., not exceeding 1/2 cubic foot. store a weapon in the holster as an action.
Additionally, it has a hidden storage compartment that
POWER BELT
stores 5 lb., not exceeding 1/4 cubic foot. Finding the
This belt has slots to hold six power cells, and can be
hidden compartment requires a DC 15 Investigation
connected to directly power a single blaster weapon
check.
that uses power cells. Once per turn, if the powered
UTILITIES weapon would be reloaded, it can be done without
using an action using any ammunition in the belt.
COMPUTER SPIKE Connecting or disconnecting a weapon takes an action.
When you make an Intelligence (slicer's kit) check, you Replacing an expended power cell takes an action.
can use the spike (no action required) to reroll the
check. You must use the new roll. You can wait until ROCKETPACK
after you roll the d20 before deciding to use the spike, Rocketpacks combine the aerial transportation of a
but you must decide before the GM says whether the jetpack with the firepower of a rocket launcher.
check succeeds or fails. Activating or deactivating the rocketpack's flight
capabilities requires a bonus action and, while active,
SECURITY SPIKE you have a flying speed of 25 feet. The jetpack last for 1
When you make an Intelligence (security kit) check, you minute per power cell (to a maximum of 5 minutes)
can use the spike (no action required) to reroll the and can be recharged by a power source or replacing
check. You must use the new roll. You can wait until the power cells.
after you roll the d20 before deciding to use the spike, Additionally, your rocketpack comes with an
but you must decide before the GM says whether the integrated rocket launcher with the Ammunition (range
check succeeds or fails. 100/400) and reload 1 properties. Rather than
traditional power cells, this rocket launcher fires
WEAPON AND ARMOR ACCESSORIES
specialized projectiles in the form of rockets. Whenever
AMMO-FEED BELT you would make a ranged weapon attack, you can
This belt has slots to hold 60 slug cartridges, and can instead fire this rocket launcher. When firing a rocket
be connected to directly fuel a single blaster weapon at long range, creatures within the radius of the
that uses slug cartridges. Once per turn, if the powered rocket's explosion have advantage on the saving throw.
weapon would be reloaded, it can be done without Reloading this rocket launcher takes 1 minute.
using an action using any ammunition in the belt.
Connecting or disconnecting a weapon takes an action.
Replacing 10 slug cartridges takes an action.
57 CHAPTER 5 | EQUIPMENT
ADVENTURING GEAR
Item Cost Weight Item Cost Weight
Ammunition Data Recording and Storage
Corrosive cartridge 42 cr — Storing, withering focus generator 3,200 cr 1.00 lb
Cryo cell 350 cr 1.00 lb Explosives
Deafening calibrator 550 cr 1.00 lb Grenade, corrosive 200 cr 1.00 lb
Deafening cell 425 cr 1.00 lb Grenade, cryo 325 cr 1.00 lb
Deafening collimator 575 cr 1.00 lb Grenade, deafening 225 cr 1.00 lb
Deafening dart 70 cr — Grenade, electrifying 300 cr 1.00 lb
Electrifying calibrator 700 cr 1.00 lb Grenade, flash 350 cr 1.00 lb
Electrifying cartridge 28 cr — Grenade, incendiary 275 cr 1.00 lb
Electrifying collimator 725 cr 1.00 lb Grenade, panic 375 cr 1.00 lb
Electrifying dart 85 cr — Grenade, stun 250 cr 1.00 lb
Gas cartridge 36 cr — Mine, corrosive 425 cr 2.00 lb
Flechette clip, fragmentation 250 cr 2.00 lb Mine, cryo 625 cr 2.00 lb
Flechette clip, ion 300 cr 2.00 lb Mine, deafening 450 cr 2.00 lb
Flechette clip, plasma 275 cr 2.00 lb Mine, electrifying 550 cr 2.00 lb
Flechette mag, fragmentation 550 cr 4.00 lb Mine, flash 600 cr 2.00 lb
Flechette mag, ion 600 cr 4.00 lb Mine, ion 525 cr 2.00 lb
Flechette mag, plasma 575 cr 4.00 lb Mine, panic 700 cr 2.00 lb
Flux collimator 180 cr 1.00 lb Mine, plasma 250 cr 2.00 lb
Incendiary cell 275 cr 1.00 lb Mine, stun 475 cr 2.00 lb
Missile, incendiary 160 cr .50 lb Life Support
Missile, ion 140 cr .50 lb Underwater respirator 300 cr .50 lb
Oscillation calibrator 170 cr 1.00 lb Water suit 1,500 cr 20.00 lb
Panic calibrator 850 cr 1.00 lb Medical
Panic collimator 875 cr 1.00 lb Arm prosthesis 450 cr 16.00 lb
Panic dart 100 cr — Ear prosthesis 100 cr .50 lb
Power generator 1,250 cr 5.00 lb Eye prosthesis 250 cr .50 lb
Projector canister, corrosive 300 cr 2.00 lb Facial prosthesis 300 cr 2.00 lb
Projector tank, corrosive 625 cr 3.00 lb Foot prosthesis 150 cr 4.00 lb
Projector tank, cryo 675 cr 3.00 lb Forearm prosthesis 300 cr 8.00 lb
Projector tank, incendiary 650 cr 3.00 lb Hand prosthesis 225 cr 3.00 lb
Rocket, fragmentation 350 cr 2.00 lb Leg prosthesis 450 cr 24.00 lb
Rocket, incendiary 535 cr 2.00 lb Throat prosthesis 325 cr 2.00 lb
Rocket, ion 475 cr 2.00 lb Torso prosthesis 600 cr 36.00 lb
Snare 300 cr 2.00 lb Storage
Clothing Camtono 750 cr 3.00 lb
Clothes, clandestine 300 cr 7.00 lb Smugglepack 400 cr 6.00 lb
Sunshades 20 cr — Utilities
Communications Computer spike 145 cr .50 lb
Personal translator 150 cr .50 lb Security spike 150 cr .50 lb
Vocoder mask 450 cr .50 lb Weapon and Armor Accessories
Data Recording and Storage Ammo-feed belt 450 cr 1.00 lb
Credit chip 100 cr — Holster 75 cr 2.00 lb
Focus generator 200 cr 1.00 lb Power belt 400 cr 1.00 lb
Repelling wristpad 1,600 cr 2.00 lb Rocketpack 10,000 cr 35.00 lb
CHAPTER 5 | EQUIPMENT 58
TOOLS
A tool helps you to do something you couldn't Artillerist's Kit. Artillerist's kits contains all the
otherwise do, such as craft or repair an item, pick a necessary tools to create, repair, and modify turrets.
lock, or slice into a computer. Your species, class, Bioanalysis Kit. Bioanalysis kits contains a variety of
background, or feats give you proficiency with certain instruments to harvest and store plants and herbs.
tools. Tool use is not tied to a single ability, since Brewer's Kit. Brewer's kits contains a variety of
proficiency with a tool represents broader knowledge devices and containers to adequately distill and house
of its use. Like skills, proficiency with a tool allows you liquors and beers.
to add your proficiency bonus to checks you make with Munitions Kit. Munitions kits contains the necessary
it. Unlike skills, you must have your tools present in tools to create ammunition for blasters, as well as
order to make an ability check with them. devices to hone lightweapons and vibroweapons.
The table shows examples of some of the most Scavenging Kit. Scavenging kits contains the
common types of tools. Each tool falls under one of necessary implements to harvest and scavenge ores
four categories: artisan's implements, gaming sets, and metals.
musical instruments, or specialist's kits. Each tool Spicer's Kit. Spicer's kits contains the required tools
requires a separate proficiency. to create and refine illicit substances.
ARTISAN'S IMPLEMENTS Tools
Artisan's implements are predominantly designed for
Item Cost Weight
building and crafting things of permanent nature. Each
set of implements focuses on a specific craft. Artisan's implements
Artist's Implements. Artist's implements Artist's implements 100 cr 5.00 lb
encompasses any set of tools designed to create art.
Audiotech's implements 550 cr 7.00 lb
Audiotech's Implements. Audiotech's implements
are for crafting and tuning musical instruments. Constructor's implements 100 cr 7.00 lb
Constructor's Implements. Constructor's Geneticist's implements 900 cr 4.00 lb
implements are for creating and fortifying structures.
Jeweler's implements 250 cr 2.00 lb
Cybertech's Implements. Cybertech's implements
are used for crafting and modifying wristpads. Surveyor's implements 500 cr 6.00 lb
Geneticist's Implements. Geneticist's implements Synthweaver's implements 250 cr 2.00 lb
are for creating and grafting genetic mutations.
Writer's implements 200 cr 3.00 lb
Jeweler's Implements. Jeweler's implements are
used to appraise gemstones and create jewelry. Gaming set
Surveyor's Implements. Surveyor's implements are Chatta-ragul set 450 cr 11.00 lb
used to create both physical and digital maps.
Synthweaver's Implements. Synthweaver's Kirgatz set 250 cr 6.00 lb
implements create and modify articles of clothing. Musical instrument
Writer's Implements. Writer's implements contains Bandfill 300 cr 2.00 lb
everything needed to create and publish physical and
digital written works. Chindinkalu horn 120 cr 7.00 lb
Fanfar 220 cr 4.00 lb
GAMING SETS
This item encompasses a wide range of game pieces, Fizzz 160 cr 3.00 lb
including dice and/or decks of cards. A few common Kloo horn 330 cr 2.00 lb
examples appear on the Tools table, but other kinds of
Mandoviol 425 cr 1.00 lb
gaming sets exist.
Shawm 20 cr 1.00 lb
MUSICAL INSTRUMENTS
Slitherhorn 120 cr 2.00 lb
Several of the most common types of musical
instruments are shown on the table as examples. Traz 300 cr 6.00 lb
Musical instruments can often be used in place of—or Valahorn 340 cr 4.00 lb
in addition to—a performance.
Xantha 170 cr 7.00 lb
SPECIALIST'S KITS Specialist's kit
Like artisan's implements, specialist's kits are need to
Alchemist's kit 500 cr 2.00 lb
pursue a craft or trade. Some specialist's kits are used
to craft items that are impermanent, such as grenades, Archaeologist kit 125 cr 4.00 lb
medpacs, or poisons while other tools are used to Artillerist's kit 275 cr 11.00 lb
achieve a specific purpose, such as picking locks or
creating a disguise. Bioanalysis kit 50 cr 3.00 lb
Alchemist's Kit. Alchemist's kits contains everything Brewer's kit 200 cr 9.00 lb
needed to enhance creatures and items with alchemy. Munitions kit 425 cr 6.00 lb
Archaeologist Kit. Archelogist kits contains
instruments used to collect gems and relics. Scavenging kit 75 cr 4.00 lb
Spicer's kit 700 cr 4.00 lb
59 CHAPTER 5 | EQUIPMENT
TRADE GOODS
Trade is an essential part of the galactic economy.
Many spacers make their living buying and selling
goods along hyperspace routes that connect the
galaxy's major worlds.
A merchant may be chartered by an individual or a
corporation to deliver goods to a certain port, or move
goods along a specified route. During times of war,
opportunities abound in the shipping of ammunition
and medical supplies. Some traders, seeking to earn a
quick profit, may resort to smuggling illegal or
restricted cargo on behalf of one of the galaxy's many
crime syndicates. The Trade Goods table shows the
value of commonly exchanged goods.
Trade Goods
Cost Goods
100 cr Animal, common
500 cr Animal, livestock
2,000 cr Animal, uncommon
100 cr Art. common
1,000 cr Art. quality
10,000 cr Art, precious
400 cr Bacta, 1 gal
10 cr Food, common (5 lbs)
20 cr Food. quality (5 lbs)
50 cr Food. exotic (5 lbs)
10,000 cr Gems, exotic (1 carat)
100 cr Gems, semiprecious (1 carat)
1,000 cr Gems, precious (1 carat)
10 cr Holovid
2,500 cr Metal, common (1 ton)
100 cr Metal, semi-precious (1 lb)
5,000 cr Metal, precious (1 lb)
1,500 cr Ore. common (1 ton)
2,000 cr Spice, common (1 lb)
5,000 cr Spice, precious (1 lb)
10,000 cr Spice, illicit (1 lb)
CHAPTER 5 | EQUIPMENT 60
SUBSTANCES
Substances, most commonly coming in the alcohol and Substances
spice varieties, are goods often sought after by the Item Cost Weight
more seedy denizens of the Star Wars underworld.
Whether legal or not, people search for these wares, Alcoholic beverages
whether to consume or profit on. Deuterium-pyro 80 cr .50 lb
Mummergy 65 cr .50 lb
CONSUMPTION
Novanian grog 70 cr .50 lb
Consuming substances offers powerful temporary
boons in the form of a high, potentially offset by a Raava 95 cr .50 lb
subsequent low. Additionally, consuming substances Spicebrew 90 cr .50 lb
regularly risks addiction, which reduces the efficacy of
substances until a creature abstains from using them. Tihaar 85 cr .50 lb
Tsiraki 60 cr .50 lb
HIGHS AND LOWS
Each substance offers a high followed immediately by a Vayerbok 75 cr .50 lb
potential low. For the duration of the high, a creature Spices
might gain a bonus to an ability score, temporary force Andris 75 cr .25 lb
or tech points, or some other boon. Immediately when
the high ends, the character must succeed on a saving Cilona 60 cr .25 lb
throw depending on the substance or suffer a longer- Giggledust 80 cr .25 lb
lasting low, which reverses the effects. The high and
Glitterstim 95 cr .25 lb
low varies depending on the substance consumed, and
the duration of the high and low vary based on the Karrak 90 cr .25 lb
rarity of the substance consumed, as determined in Muon gold 65 cr .25 lb
the item's description.
Yaladai 70 cr .25 lb
A creature can only benefit from one substance at a
time. If a creature consumes an additional unit of a Yarrock 85 cr .25 lb
substance, while currently experiencing a high or a low,
they must immediately make a saving throw to resist If an already addicted creature suffers another effect
the effects of addiction before applying the benefits of that causes addiction, its current level of addiction
the consumed substance. Consuming a substance increases by the amount specified in the effect's
while experiencing a low immediately ends the low, but description.
any time remaining in that low is added to the duration A creature suffers the effect of its current level of
of the low of the additional consumed substance. addiction as well as all lower levels. For example, a
creature suffering level 2 addiction has the duration of
ADDICTION its lows doubled, and the duration of its highs halved.
Consuming substances regularly also risks becoming An effect that removes addiction reduces its level as
addicted to a substance. When the low of a substance
specified in the effect's description, with all addiction
ends, a creature must make a saving throw,
effects ending if a creature's addiction level is reduced
determined by what substance they are coming off of, below 1.
as determined in the substance's description.
If a creature abstains from consuming a substance
Addiction is measured in six levels. An effect can give a
for 24 hours, they can make a Wisdom saving throw to
creature one or more levels of addiction, as specified in
reduce their addiction level by 1, provided they've
the effect's description.
completed a long rest during that 24 hours. The DC for
Addiction Level the saving throw equals 10 + the creature's addiction
level. On a success, their addiction level is reduced by
Level Effect 1. For instance, a creature suffering addiction level 3
1 The duration of lows is doubled. can abstain from consuming any substance for 24
2 The duration of highs is halved. hours. If they do so, and they complete a long rest
during that 24 hour period, they can make a DC 13
3 The duration of lows is quadrupled, instead of doubled. Wisdom saving throw. On a success, their addiction
4 The effect of highs is halved. level is reduced to 2.
5 The effect of lows is maximized.
AVAILABILITY
6 The effect of highs is minimized.
While alcoholic beverages are legal on most planets,
spices are not. Whether or these items are readily
available is up to your GM.
61 CHAPTER 5 | EQUIPMENT
ALCOHOLIC BEVERAGES
The alcoholic beverages are presented in alphabetical SPICEBREW
order. Spicebrew, a popular drink across the galaxy, is a
tanned alcoholic beverage topped with foam. As an
DEUTERIUM-PYRO action, you can apply this substance to a creature
This alcoholic beverage, favored amongst ruffians, within 5 feet. For the next minute, the creature
features a terrible flavor and strong aftertaste. As an experiences a high that increases their current and
action, you can apply this substance to a creature maximum force points by 2d3. At the end of the high,
within 5 feet. For the next minute, the creature the creature must succeed on a DC 14 Constitution
experiences a high that allows them to roll an saving throw or experience a low that lasts 10 minutes,
additional d3 when making an ability check, attack roll, their current and maximum force points are reduced
or saving throw using Strength. At the end of the high, by 2d3. At the end of the low, the creature must make
the creature must succeed on a DC 14 Constitution a DC 14 Wisdom saving throw to resist addiction.
saving throw or experience a low that lasts 10 minutes,
during which they must roll a d3 and subtract the TIHAAR
result when making an ability check, attack roll, or This colorless spirit, favored by Mandalorians, burns
saving throw using Strength. At the end of the low, the the mouth and throat when consumed. As an action,
creature must make a DC 14 Wisdom saving throw to you can apply this substance to a creature within 5
resist addiction. feet. For the next minute, the creature experiences a
high that allows them to roll an additional d3 when
MUMMERGY making an ability check or saving throw using
Mummergy is a strong-smelling liquor derived from a Constitution, and at the start of each of the creature's
plant of the same name. As an action, you can apply turns it gains 2d3 temporary hit points. At the end of
this substance to a creature within 5 feet. For the next the high, the creature must succeed on a DC 14
minute, the creature experiences a high that allows Constitution saving throw or experience a low that
them to roll an additional d3 when making an ability lasts 10 minutes, during which they must roll a d3 and
check, attack roll, or saving throw using Intelligence. At subtract the result when making an ability check or
the end of the high, the creature must succeed on a DC saving throw using Constitution, and for the duration
14 Constitution saving throw or experience a low that their current and maximum hit points are reduced by
lasts 10 minutes, during which they must roll a d3 and 2d3. If this would reduce your maximum hit points
subtract the result when making an ability check, below 1, it instead becomes 1. At the end of the low,
attack roll, or saving throw using Intelligence. At the the creature must make a DC 14 Wisdom saving throw
end of the low, the creature must make a DC 14 to resist addiction.
Wisdom saving throw to resist addiction.
TSIRAKI
NOVANIAN GROG Tsiraki is a blue-colored alcoholic beverage crafted
This grog features a pungent odor and a strong kick. As from fermented salakberries and pickling spices. As an
an action, you can apply this substance to a creature action, you can apply this substance to a creature
within 5 feet. For the next minute, the creature within 5 feet. For the next minute, the creature
experiences a high that increases their current and experiences a high that allows them to roll an
maximum tech points by 2d3. At the end of the high, additional d3 when making an ability check, attack roll,
the creature must succeed on a DC 14 Constitution or saving throw using Charisma. At the end of the high,
saving throw or experience a low that lasts 10 minutes, the creature must succeed on a DC 14 Constitution
their current and maximum tech points are reduced by saving throw or experience a low that lasts 10 minutes,
2d3. At the end of the low, the creature must make a during which they must roll a d3 and subtract the
DC 14 Wisdom saving throw to resist addiction. result when making an ability check, attack roll, or
saving throw using Charisma. At the end of the low, the
RAAVA
creature must make a DC 14 Wisdom saving throw to
Raava is a traditional liquor breed from zsajhira
resist addiction.
berries. As an action, you can apply this substance to a
creature within 5 feet. For the next minute, the VAYERBOK
creature experiences a high that allows them to roll an Vayerbok is a thick, green, vegetable-based alcoholic
additional d3 when making an ability check, attack roll, beverage typically served hot. As an action, you can
or saving throw using Dexterity. At the end of the high, apply this substance to a creature within 5 feet. For the
the creature must succeed on a DC 14 Constitution next minute, the creature experiences a high that
saving throw or experience a low that lasts 10 minutes, allows them to roll an additional d3 when making an
during which they must roll a d3 and subtract the ability check, attack roll, or saving throw using Wisdom.
result when making an ability check, attack roll, or At the end of the high, the creature must succeed on a
saving throw using Dexterity. At the end of the low, the DC 14 Constitution saving throw or experience a low
creature must make a DC 14 Wisdom saving throw to that lasts 10 minutes, during which they must roll a d3
resist addiction. and subtract the result when making an ability check,
attack roll, or saving throw using Wisdom. At the end of
the low, the creature must make a DC 14 Wisdom
saving throw to resist addiction.
CHAPTER 5 | EQUIPMENT 62
SPICES
The spices are presented in alphabetical order. saving throw to resist addiction.
ANDRIS KARRAK
Refined andris crystal, a spice mined most commonly A powerful painkiller, karrak allows creatures to
on Sevarcos II, sharpens a creature's mind when continue through the most grievous injuries. As an
smoked. As an action, you can apply this substance to action, you can apply this substance to a creature
a creature within 5 feet. For the next minute, the within 5 feet. For the next minute, the creature
creature experiences a high that allows them to roll an experiences a high that allows them to roll an
additional d3 when making an ability check, attack roll, additional d3 when making an ability check or saving
or saving throw using Wisdom. At the end of the high, throw using Constitution, and at the start of each of
the creature must succeed on a DC 14 Wisdom saving the creature's turns it gains 2d3 temporary hit points.
throw or experience a low that lasts 10 minutes, during At the end of the high, the creature must succeed on a
which they must roll a d3 and subtract the result when DC 14 Wisdom saving throw or experience a low that
making an ability check, attack roll, or saving throw lasts 10 minutes, during which they must roll a d3 and
using Wisdom. At the end of the low, the creature must subtract the result when making an ability check or
make a DC 14 Constitution saving throw to resist saving throw using Constitution, and for the duration
addiction. their current and maximum hit points are reduced by
2d3. If this would reduce your maximum hit points
CILONA below 1, it instead becomes 1. At the end of the low,
Cilona, the active ingredient in deathsticks, is a the creature must make a DC 14 Constitution saving
hallucinogen that causes an ecstatic feeling that throw to resist addiction.
improves strength. As an action, you can apply this
substance to a creature within 5 feet. For the next MUON GOLD
minute, the creature experiences a high that allows Muon gold is a lubricant-based spice that gives users
them to roll an additional d3 when making an ability intensified mental clarity and focus for a short time. As
check, attack roll, or saving throw using Strength. At an action, you can apply this substance to a creature
the end of the high, the creature must succeed on a DC within 5 feet. For the next minute, the creature
14 Wisdom saving throw or experience a low that lasts experiences a high that increases their current and
10 minutes, during which they must roll a d3 and maximum tech points by 2d3. At the end of the high,
subtract the result when making an ability check, the creature must succeed on a DC 14 Wisdom saving
attack roll, or saving throw using Strength. At the end throw or experience a low that lasts 10 minutes, their
of the low, the creature must make a DC 14 current and maximum tech points are reduced by 2d3.
Constitution saving throw to resist addiction. At the end of the low, the creature must make a DC 14
Constitution saving throw to resist addiction.
GIGGLEDUST
This sandy-brown powder makes everything humorous YALADAI
while enhancing a creature's nimbleness. As an action, Yaladai is a powerful stimulant that grants extreme
you can apply this substance to a creature within 5 clarity, improving relaxation and focus. As an action,
feet. For the next minute, the creature experiences a you can apply this substance to a creature within 5
high that allows them to roll an additional d3 when feet. For the next minute, the creature experiences a
making an ability check, attack roll, or saving throw high that increases their current and maximum force
using Dexterity. At the end of the high, the creature points by 2d3. At the end of the high, the creature
must succeed on a DC 14 Wisdom saving throw or must succeed on a DC 14 Wisdom saving throw or
experience a low that lasts 10 minutes, during which experience a low that lasts 10 minutes, their current
they must roll a d3 and subtract the result when and maximum force points are reduced by 2d3. At the
making an ability check, attack roll, or saving throw end of the low, the creature must make a DC 14
using Dexterity. At the end of the low, the creature Constitution saving throw to resist addiction.
must make a DC 14 Constitution saving throw to resist
addiction. YARROCK
Yarrock is a hallucinogen which is said to instill a
GLITTERSTIM creature with a clear vision of "the meaning of life",
A silvery-green webbing sharp to the touch, yet when granting a boost to confidence. As an action, you can
liquidized causes a heightened mental state and apply this substance to a creature within 5 feet. For the
pleasurable boost. As an action, you can apply this next minute, the creature experiences a high that
substance to a creature within 5 feet. For the next allows them to roll an additional d3 when making an
minute, the creature experiences a high that allows ability check, attack roll, or saving throw using
them to roll an additional d3 when making an ability Charisma. At the end of the high, the creature must
check, attack roll, or saving throw using Intelligence. At succeed on a DC 14 Wisdom saving throw or
the end of the high, the creature must succeed on a DC experience a low that lasts 10 minutes, during which
14 Wisdom saving throw or experience a low that lasts they must roll a d3 and subtract the result when
10 minutes, during which they must roll a d3 and making an ability check, attack roll, or saving throw
subtract the result when making an ability check, using Charisma. At the end of the low, the creature
attack roll, or saving throw using Intelligence. At the must make a DC 14 Constitution saving throw to resist
end of the low, the creature must make a DC 14 addiction.
Constitution
63 CHAPTER 5 | EQUIPMENT
CHAPTER 6: CUSTOMIZATION OPTIONS
he combination of ability scores, species, class, and
Monk Simple blasters, simple vibroweapons, bolas You've been customized beyond other droids of the
Simple vibroweapons, simple blasters, bolas, same model, granting the following benefits:
Operative electrobaton, incinerator pistol, riot baton, riot
shocker, sonic pistol, vibroknife, wristblade Increase an ability score of your choice by 1, to a
maximum of 20.
Simple blasters, simple vibroweapons,
Choose one droid customization of standard rarity
Scholar electrobaton, incinerator pistol, sonic pistol,
from Appendix A. That customization is installed and
vibroknife
doesn't count against the maximum droid
Scout All blasters, all vibroweapons customizations you can support, but it does count
Simple vibroweapons, simple lightweapons, bolas, towards your maximum parts or protocols, as
chained dagger, chained lightdagger, electrobaton, appropriate.
Sentinel electrostaff, guard shoto, lightfist, riot baton, riot
shocker, vibroshield, vibroknife, vibrotonfa, war
hat, wristblade
Increase an ability score of your choice by 1, to a Increase your Strength score by 1, to a maximum of 20.
maximum of 20. Your speed increases by 5 feet.
Your maximum attunement increases by 1. You lose the Pintsized special trait, and you are no
You have advantage on ability checks made to identify longer limited to +3 when determining your bonus to
items. attack and damage rolls for weapon attacks using
Once per long rest, you can choose one object that you Strength due to the Puny special trait.
must touch for 10 minutes. If it is an enhanced or You gain the Undersized special trait: Undersized. Your
modified item, you learn its properties and how to use small stature makes it hard for you to wield bigger
them, whether it requires attunement to use, and how weapons. You can't use heavy shields or martial
many charges it has, if any. You learn whether any weapons with the two-handed property unless it has
powers are affecting the item and what they are. If the the light property, and if a martial weapon has the
item was created by a power, you learn which power versatile property, you can only wield it in two-hands.
created it.
WEAPON FOCUSED
MUSCLED MENACE Prerequisite: 4th level
Your speed increases by 5 feet. You've mastered a particular type of weapon. Choose
You can't add more than +3 when determining your one of the weapon supremacist options, detailed later
bonus to AC from your Dexterity. in this chapter. You can take this feat multiple times.
You can't add more than +3 when determing your
bonus to Dexterity saving throws from Dexterity.
You gain the Oversized special trait: Oversized. Light-
and vibro-weapons that lack the dexterity or light
property are considered to have the heavy property for
you. The strength number for blasters is reduced by
one step (from 19 to 17, 17 to 15, 15 to 13, or 13 to 11).
If the strength number is 11, you ignore it entirely.
SAVAGE SHORTY
Prerequisite: Strength 13, size Small
You gain a +1 bonus to the weapon's attack rolls. You gain a +1 bonus to the weapon's attack rolls.
Whenever you have advantage on an attack roll and hit Whenever you have advantage on an attack roll and hit
and the lower of the two d20 rolls would also hit (or a and the lower of the two d20 rolls would also hit (or a
creature has disadvantage on a saving throw and the creature has disadvantage on a saving throw and the
higher of the two d20s would also fail), and the target is higher of the two d20s would also fail), and the target is
no more than one size larger than you (your size or no more than one size larger than you (your size or
smaller if your weapon has the light property), you smaller if your weapon has the light property), it must
have advantage on the weapon's damage roll. succeed on a Strength saving throw (DC = 8 + your
When you make an ability check or saving throw bonus to attacks with the weapon) or it drops an object
against an effect that would shove or trip you, you can of your choice. If you have a free hand and the object is
treat a d20 roll of below half your level (rounded up) as within your reach, you catch the object. Otherwise, it
half your level. lands at your feet.
When you take the Attack action, you can choose to You can now reload these weapons using your reaction
forgo one of your attacks to choke up. If you do so, or object interaction, instead of just your action or
your reach increases by 5 feet until the start of your bonus action. You must have one free hand to reload.
next turn. If you could already choke up, instead you When you take the Attack action, you can choose to
can do so as your bonus action. forgo one or more attacks to daze a creature. For each
attack you forgo, you expend 2 ammunition and
RIFLE SUPREMACY
choose a creature that is no more than one size larger
You've specialized your combat training with rifle
than you (your size or smaller if your weapon has the
weapons. You gain the following benefits while
light property), has a head, and is within your weapon's
wielding any of these weapons, if you are proficient
normal range. The creature must succeed on a
with it:
Constitution saving throw (DC = 8 + your bonus to
You gain a +1 bonus to the weapon's attack rolls. attacks with the weapon) or become incapacitated until
Whenever you have advantage on an attack roll and hit the end of its next turn or until it takes damage,
and the lower of the two d20 rolls would also hit (or a whichever happens first. If you could already daze,
creature has disadvantage on a saving throw and the instead you can do so as your bonus action.
higher of the two d20s would also fail), and the target is
TRIP WEAPON SUPREMACY
no more than one size larger than you (your size or
You've specialized your combat training with trip
smaller if your weapon has the light property), you weapons. You gain the following benefits while
have advantage on the weapon's damage roll. wielding any of these weapons, if you are proficient
Your ranged weapon attacks reduce partial cover by with it:
one step (from three-quarters to half or half to one-
quarter) against targets within 30 feet of you. If the You gain a +1 bonus to the weapon's attack rolls.
target has one-quarter cover, you ignore it entirely. Whenever you have advantage on an attack roll and hit
When you take the Attack action, you can choose to and the lower of the two d20 rolls would also hit (or a
forgo one or more attacks to scramble. For each attack creature has disadvantage on a saving throw and the
you forgo, you can move up to 10 feet without higher of the two d20s would also fail), and the target is
provoking opportunity attacks. If you could already no more than one size larger than you (your size or
scramble, instead you can do so as your bonus action. smaller if your weapon has the light property), it must
succeed on a Strength saving throw (DC = 8 + your
bonus to attacks with the weapon) or it drops an object
of your choice. If you have a free hand, you catch the
weapon. Otherwise, it lands at your feet.
You have advantage on Strength (Athletics) checks and
attack rolls made to trip a creature.
When you take the Attack action, you can choose to
forgo one or more attacks to interrupt. For each attack
you forgo, one creature within your reach gains no
benefit to armor class from its shield until the end of its
next turn. If you could already interrupt, instead you
can do so as your bonus action.
CHAPTER 5 | EQUIPMENT 70
CHAPTER 7: ENHANCED ITEMS
he ability to plunder enhanced items from the hoards
VARIANT: SIMPLER IDENTIFICATION
of conquered pirates, or discover them in long- If you prefer enhanced items to be more readily
lost Sith tombs is an experience players expect. Such identifiable, you can allow characters to identify
items grant capabilities a character could rarely have enhanced items through experimentation. Over the
otherwise, or they complement their owner's course of a short rest, a character can focus on one
capabilities in wondrous ways. enhanced item while being in physical contact with it.
At the end of the short rest, the character learns the
RARITY item's properties, as well as how to use them.
Each enhanced item has a rarity: standard, premium,
prototype, advanced, legendary, or artifact. Standard ATTUNEMENT
enhanced items are the most plentiful. Consequently, Some enhanced items require a creature to form a
higher rarity items are more scarce. The game assumes bond with them before their enhanced properties can
that the secrets of creating the most powerful items be used. This bond is called attunement, and certain
arose centuries ago and were then gradually lost as a items have a prerequisite for it. If the prerequisite is a
result of wars or mishaps. Even premium items can't class, a creature must be a member of that class to
be easily created. Thus, many enhanced items are attune to the item.
unique and well-preserved relics. Without becoming attuned to an item that requires
Rarity provides a rough measure of an item's power attunement, a creature gains only its unenhanced
relative to other enhanced items. Each rarity benefits. For example, an enhanced heavy shield that
corresponds to a character level, as shown below in requires attunement provides the benefits of a normal
the Enhanced Item Rarity and Identification table. A heavy shield to a creature not attuned to it, but none
character doesn't typically find a prototype enhanced of its enhanced properties.
item, for instance, until 5th-level or later. That said, Attuning to an item requires a creature to spend an
rarity shouldn't get in the way of your campaign's story. uninterrupted short rest focused on only that item
If you want the darksaber to fall into the hands of 1st- while being in physical contact with it. This focus can
level character, so be it. No doubt a great story will take the form of weapon practice, meditation, or some
arise from that event. other appropriate activity. At the end of the short rest,
the creature gains an intuitive understanding of how to
Enhanced Item Rarity and Identification activate any enhanced properties of the item, including
Rarity Character Level Identification DC any necessary command words.
Standard 1st or higher 10 An item can be attuned to only one creature at a
time, and a creature can be attuned to a maximum
Premium 1st or higher 14
number of items equal to their proficiency bonus; any
Prototype 5th or higher 18 attempt to attune to an additional item fails. Standard,
Advanced 9th or higher 22 premium, and prototype items cost one attunement
slot, while advanced, legendary and artifact cost two.
Legendary 13th or higher 26
A creature's attunement to an item ends if the
Artifact 17th or higher 30 creature no longer satisfies the prerequisites for
attunement, if the item has been more than 100 feet
If your campaign allows for trade in enhanced items, away for at least 24 hours, if the creature dies, or if
rarity can also help you set prices for them. As the GM, another creature attunes to the item. A creature can
you determine the value of an individual enhanced also voluntarily end attunement by spending another
item based on its rarity. Suggested values are provided short rest with the item, unless the item is cursed.
in the Enhanced Item Rarity table. The value of a
consumable, such as a medpac or stimpac, is typically VARIANT: SIMPLER ATTUNEMENT
half the value of a permanent item of the same rarity. If you prefer a simpler method, you can instead allow
your characters to have a total of three attunement
IDENTIFYING ENHANCED ITEMS slots. If you do so, enhanced items should only take
one attunement slot, regardless of rarity.
Some enhanced items have properties not readily
distinguishable to the naked eye. Identifying such an CURSED ITEMS
item requires use of the analyze or telemetry power, or
inspection with the appropriate tools. Some enhanced items bear curses that bedevil their
users, sometimes long after a user has stopped using
If a player is proficient in the appropriate type of
tools, as shown in the Tools by Item table on page ___, an item. An enhanced item's description specifies
they can make a check with the tools to identify the whether the item is cursed. Most methods of
identifying items, such as the analyze tech power, fail
properties of an enhanced item over the course of a
short rest. To use this benefit, they must have the to reveal such a curse, although lore might hint at it. A
tools, and the enhanced item must be within reach. curse should be a surprise to the item's user when the
curse's effects are revealed.
The DC is found above in the Enhanced Item Rarity and
Identification table. Attunement to a cursed item can't be ended
voluntarily unless the curse is broken first.
Belts
Synthweaver's implements Necklaces Jeweler's implements
Blasters Armstech's implements Pants Synthweaver's implements
Determined by the tool that Pauldrons Armormech's implements
Blueprints
creates the result of the blueprint
Poisons Poisoner's kit
Boots Armormech's implements
Repair kit Astrotech's implements
Buildings Constructor's kit
Rings Jeweler's implements
Capes Synthweaver's implements
Robes Synthweaver's implements
Catalyzers Cybertech's implements
Rocket boots Gadgeteer's implements
Circlets Jeweler's implements
Rocketpack Gadgeteer's implements
Cloaks Synthweaver's implements
Security spike Security kit
Clothes Synthweaver's implements
Shields Armormech's implements
Computer spikes Slicer's kit
Specialist kits Tinker's implements
Cowls Synthweaver's implements
Starships Mechanic's kit
Cybernetic augmentations Biotech's implements
Stimpacs Biochemist's kit
Datacrons Cybertech's implements
Brewer's kit
Substances
Droid customizations Astrotech's implements Spicer's kit
Droids Astrotech's implements Teleporters Tinker's implements
Explosives Demolitions kit Tunics Synthweaver's implements
Focus generators Artificer's implements Turrets Artillerist's kit
Footwear Synthweaver's implements Vambraces Armormech's implements
Gaming sets Tinker's implements Vehicles Mechanic's kit
Gauntlets Armormech's tools Vibroweapons Armstech's implements
Goggles Gadgeteer's implements Wristpads Cybertech's implements
Helmets Armormech's implements
CRYSTAL ENHANCEMENT
Over the course of a short or long rest, you can make a
DC 15 archaelogist kit check to temporarily improve a
lightweapon or focus generator. To use this benefit,
you must have archaelogist kit with you, and the object
must be within reach. On a success, once before your
next short or long rest, a character wielding this
lightweapon can gain a bonus to one weapon damage
roll, or focus generator can gain a bonus to one force
damage or healing roll. This bonus is a die, with a
maximum value equal to your proficiency bonus. If you
have expertise in the tool, this die's maximum is
instead equal to twice your proficiency bonus.
Sample Activities
Activity DC
Appraise a gemstone or relic 20
REPAIR DROID
Over the course of a short or long rest, you can make a
DC 15 astrotech's implements check to repair a droid.
To use this benefit, you must have a astrotech's
implements with you, and droid must be within reach.
On a success, for each Hit Die the droid spends to
regain hit points, it regains bonus hit points. This
bonus is a die, with a maximum value equal to your
proficiency bonus. If you have expertise in the tool, this
die's maximum is instead equal to twice your
proficiency bonus.
MEDPAC IMPROVEMENT
Over the course of a short or long rest, you can make a
DC 15 biochemist's kit check to temporarily improve
the potency of one medpac. To use this benefit, you
must have a biochemist's kit with you, and the medpac
must be within reach. If the medpac is consumed
before the end of your next short or long rest, when a
creature uses this medpac, they take the maximum
instead of rolling.
AMPLIFY EXPLOSIVE
Over the course of a short or long rest, you can make a
DC 15 demolitions kit check to temporarily improve
one grenade or mine. To use this benefit, you must
have a demolitions kit with you, and the object must be
within reach. If the explosive is detonated before the
end of your next short or long rest, it deals bonus
damage. This bonus is a die, with a maximum value
equal to your proficiency bonus. If you have expertise
in the tool, this die's maximum is instead equal to twice
your proficiency bonus.
Sample Activities
Activity DC
Conceal an explosive 15
Disarm a mine Varies
GADGETEER'S IMPLEMENTS
Tool description.
SKILL 1
Skill and tool description interaction.
SKILL 2
Skill and tool description interaction.
SKILL 3
Skill and tool description interaction.
FEATURE
Feature that utilizes the tool in some capacity.
Sample Activities
Activity DC
Activity description xx
Over the course of a short or long rest, you can make TECHNOLOGY
a DC 15 Your experience grants you greater insight when
conducting repairs on ships or vehicles.
Sample Activities FEATURE
Activity DC Feature that utilizes the tool in some capacity.
Activity description xx
Over the course of a short or long rest, you can make
a DC 15
JEWELER'S IMPLEMENTS
Jeweler's implements include all of the necessary QUICK FIXER
components to identify and refine gemstones. When you are interrupted while you are conducting
repairs on a vehicle or ship, reduce the required time
LORE by half as long as you are present during the entirety
Proficiency with jeweler's implements grants you of the repairs.
knowledge about the reputed mystical uses of gems.
This insight proves handy when you make Lore checks Sample Activities
related to gems or gem-encrusted items.
Activity DC
INVESTIGATION Restoring power to a damaged vehicle 15
When you inspect jeweled objects, your proficiency
Disassembling a vehicle's engine 20
with jeweler's implements aids you in picking out clues
they might hold.
TECHNOLOGY
Your combined experience lets you refine gemstones
for use with greater efficiency.
FEATURE
Feature that utilizes the tool in some capacity.
Sample Activities
Activity DC
Modify a gem's appearance 15
Determine a gem's history 20
PERFORMANCE
Your ability to put on a good show is improved when
you incorporate an instrument into your act.
SKILL 3
Skill and tool description interaction.
FEATURE
Feature that utilizes the tool in some capacity.
Sample Activities
Activity DC
Identify a tune 10
Subtly manipulate the emotions of your audience 15
Improvise a tune 20
SECURITY KIT
A security kit include all of the necessary components
to set or disarm locks and traps.
LORE
Your knowledge of traps grants you insight when
answering questions about locations that are
renowned for their traps.
FEATURE
Feature that utilizes the tool in some capacity.
Sample Activities
Activity DC
Pick a moderate lock 15
Disable a trap Varies
FEATURE
Feature that utilizes the tool in some capacity.
INVESTIGATION/PERCEPTION SKILL 1
You are more effective at identifying traps concealed Skill and tool description interaction.
by debris.
SKILL 2
SLEIGHT OF HAND Skill and tool description interaction.
You are more effective at hiding traps that you place.
SKILL 3
MULTITOOL Skill and tool description interaction.
You can use tinker's implements as other tools with FEATURE
which you are proficient. You still make the ability
Feature that utilizes the tool in some capacity.
check with the other tool, but you do not require a
physical set of the other tools. If you have expertise in
Over the course of a short or long rest, you can make
the other tools, you must also have expertise in tinker's
a DC 15
implements to gain the benefit of that expertise when
using tinker's implements in this way.
Sample Activities
REPAIR TRINKETS Activity DC
With access to your tools, you can repair small items.
For any object, you need access to raw materials Activity description xx
required to repair it.
Sample Activities
Activity DC
Temporarily repair a disabled device 10
Repair an item in half the time 15
Improvise an item using scraps 20
TRAPPER'S KIT
Tool description.
SKILL 1
Skill and tool description interaction.
SKILL 2
Skill and tool description interaction.
SKILL 3
Skill and tool description interaction.
FEATURE
Feature that utilizes the tool in some capacity.
Once the jug starts producing a liquid, it can't This blueprint contains information regarding the raw
produce a different one, or more of one that has and rare materials, tools, and steps required to craft an
reached its maximum, until the next dawn. item of premium rarity. Over the course of 1 hour,
which can be done during a short rest, a character can
Liquid Quantity Liquid Quantity attempt to learn the blueprint. If they do so, they must
Acid 8 ounces Condiment 2 gallons make a DC 14 Intelligence check with the appropriate
Alcohol, strong 1 gallon Lubricant 1 quart
tools. On a success, the blueprint for the item is
learned. On a failure, the blueprint is not learned, and
Alcohol, weak 4 gallons Water, potable 8 gallons the character must wait 24 hours before they can try
Basic poison 1/2 ounce Water, stagnant 12 gallons again.
Blueprints contain the secrets of how to craft items
Most liquids one might desire curiously only involve a of a more complex nature.
handful of elements. This device collects a reservoir of
them to recreate a selection of such liquids on
demand.
This blueprint contains information regarding the raw This datacron contains a single 3rd-level tech power, or
and rare materials, tools, and steps required to craft an multiple powers of 1st-2nd level with a combined level
item of prototype rarity. Over the course of 1 hour, no greater than 3. After tinkering with the datacron for
which can be done during a short rest, a character can at least 8 hours, a techcaster with a Max Power Level of
attempt to learn the blueprint. If they do so, they must 3rd or higher can make a DC 18 techcasting ability
make a DC 18 Intelligence check with the appropriate check with proficiency. On a success, they learn the
tools. On a success, the blueprint for the item is contained tech power(s), which does not count against
learned. On a failure, the blueprint is not learned, and their tech powers known. On a failure, the power is not
the character must wait 24 hours before they can try learned and the techcaster can't try again for 24 hours.
again. Datacrons are encrypted storage devices that
Blueprints contain the secrets of how to craft items contain an interactive projection, and are used to store
of a more complex nature. high-value, sensitive information.
BLUEPRINT (STANDARD) DATACRON MK IV
Adventuring gear, standard
Adventuring gear, advanced
This blueprint contains information regarding the raw This datacron contains a single 5th-level tech power, or
and rare materials, tools, and steps required to craft an multiple powers of 1st-4th level with a combined level
item of standard rarity. Over the course of 1 hour, no greater than 5. After tinkering with the datacron for
which can be done during a short rest, a character can at least 16 hours, a techcaster with a Max Power Level
attempt to learn the blueprint. If they do so, they must of 5th or higher can make a DC 22 techcasting ability
make a DC 10 Intelligence check with the appropriate check with proficiency. On a success, they learn the
tools. On a success, the blueprint for the item is contained tech power(s), which does not count against
learned. On a failure, the blueprint is not learned, and their tech powers known. On a failure, the power is not
the character must wait 24 hours before they can try learned and the techcaster can't try again for 24 hours.
again. Datacrons are encrypted storage devices that
Blueprints contain the secrets of how to craft items contain an interactive projection, and are used to store
of a more complex nature. high-value, sensitive information.
DATACRON MK I DATACRON MK V
Adventuring gear, standard
Adventuring gear, legendary
This datacron contains a single at-will tech power. After This datacron contains a single 7th-level tech power, or
tinkering with the datacron for at least 2 hours, a multiple powers of 1st-6th level with a combined level
techcaster with a Max Power Level of 1st or higher can no greater than 7. After tinkering with the datacron for
make a DC 10 techcasting ability check with proficiency. at least 40 hours, a techcaster with a Max Power Level
On a success, they learn the contained tech power, of 7th or higher can make a DC 26 techcasting ability
which does not count against their tech powers known. check with proficiency. On a success, they learn the
On a failure, the power is not learned and the contained tech power(s), which does not count against
techcaster can't try again for 24 hours. their tech powers known. On a failure, the power is not
Datacrons are encrypted storage devices that learned and the techcaster can't try again for 24 hours.
contain an interactive projection, and are used to store Datacrons are encrypted storage devices that
high-value, sensitive information. contain an interactive projection, and are used to store
high-value, sensitive information.
DATACRON MK II
Adventuring gear, premium
DATACRON MK VI
This datacron contains a single 1st-level tech power. Adventuring gear, artifact
After tinkering with the datacron for at least 4 hours, a This datacron contains a single 9th-level tech power, or
techcaster with a Max Power Level of 1st or higher can multiple powers of 1st-8th level with a combined level
make a DC 14 techcasting ability check with proficiency. no greater than 9. After tinkering with the datacron for
On a success, they learn the contained tech power, at least 80 hours, a techcaster with a Max Power Level
which does not count against their tech powers known. of 9th or higher can make a DC 30 techcasting ability
On a failure, the power is not learned and the check with proficiency. On a success, they learn the
techcaster can't try again for 24 hours. contained tech power(s), which does not count against
Datacrons are encrypted storage devices that their tech powers known. On a failure, the power is not
contain an interactive projection, and are used to store learned and the techcaster can't try again for 24 hours.
high-value, sensitive information. Datacrons are encrypted storage devices that
contain an interactive projection, and are used to store
high-value, sensitive information.
This holocron contains a single 5th-level force power, This holocron contains a single 3rd-level force power,
or multiple powers of 1st-4th level with a combined or multiple powers of 1st-2nd level with a combined
level no greater than 5. After meditating with the level no greater than 3. After meditating with the
holocron for at least 16 hours, a forcecaster with a Max holocron for at least 8 hours, a forcecaster with a Max
Power Level of 5th or higher can make a DC 22 Power Level of 3rd or higher can make a DC 18
forcecasting ability check with proficiency based on the forcecasting ability check with proficiency based on the
alignment of the power(s) stored within. On a success, alignment of the power(s) stored within. On a success,
they learn the contained force power(s), which does they learn the contained force power(s), which does
not count against their force powers known and can not count against their force powers known and can
not be unlearned except through use of a remove not be unlearned except through use of a remove
curse power. On a failure, the power is not learned and curse power. On a failure, the power is not learned and
the forcecaster can't try again for 24 hours. the forcecaster can't try again for 24 hours.
Holocrons are information-storage devices used by Holocrons are information-storage devices used by
Force-wielders that contain ancient lessons or valuable Force-wielders that contain ancient lessons or valuable
information in holographic form. information in holographic form.
HOLOCRON (ANCIENT) HOLOCRON (MASTER)
Adventuring gear, artifact
Adventuring gear, legendary
This holocron contains a single 9th-level force power, This holocron contains a single 7th-level force power,
or multiple powers of 1st-8th level with a combined or multiple powers of 1st-6th level with a combined
level no greater than 9. After meditating with the level no greater than 7. After meditating with the
holocron for at least 80 hours, a forcecaster with a Max holocron for at least 40 hours, a forcecaster with a Max
Power Level of 9th or higher can make a DC 30 Power Level of 7th or higher can make a DC 26
forcecasting ability check with proficiency based on the forcecasting ability check with proficiency based on the
alignment of the power(s) stored within. On a success, alignment of the power(s) stored within. On a success,
they learn the contained force power(s), which does they learn the contained force power(s), which does
not count against their force powers known and can not count against their force powers known and can
not be unlearned except through use of a remove not be unlearned except through use of a remove
curse power. On a failure, the power is not learned and curse power. On a failure, the power is not learned and
the forcecaster can't try again for 24 hours. the forcecaster can't try again for 24 hours.
Holocrons are information-storage devices used by Holocrons are information-storage devices used by
Force-wielders that contain ancient lessons or valuable Force-wielders that contain ancient lessons or valuable
information in holographic form. information in holographic form.
HOLOCRON (APPRENTICE) HOLOCRON (NOVICE)
Adventuring gear, premium
Adventuring gear, standard
This holocron contains a single 1st-level force power. This holocron contains a single at-will force power.
After meditating with the holocron for at least 4 hours, After meditating with the holocron for at least 2 hours,
a forcecaster with a Max Power Level of 1st or higher a forcecaster with a Max Power Level of 1st or higher
can make a DC 14 forcecasting ability check with can make a DC 10 forcecasting ability check with
proficiency based on the alignment of the power proficiency based on the alignment of the power
stored within. On a success, they learn the contained stored within. On a success, they learn the contained
force power, which does not count against their force force power, which does not count against their force
powers known and can not be unlearned except powers known and can not be unlearned except
through use of a remove curse power. On a failure, the through use of a remove curse power. On a failure, the
power is not learned and the forcecaster can't try again power is not learned and the forcecaster can't try again
for 24 hours. for 24 hours.
Holocrons are information-storage devices used by Holocrons are information-storage devices used by
Force-wielders that contain ancient lessons or valuable Force-wielders that contain ancient lessons or valuable
information in holographic form. information in holographic form.
TOOL (EXCEPTIONAL)
Adventuring gear, legendary
TOOL (SUPERIOR)
Adventuring gear, advanced
JETPACK (FINE)
Adventuring gear (back), premium
Rocketpacks combine the aerial transportation of a Rocketpacks combine the aerial transportation of a
jetpack with the firepower of a rocket launcher. jetpack with the firepower of a rocket launcher.
Activating or deactivating the rocketpack's flight Activating or deactivating the rocketpack's flight
capabilities requires a bonus action and, while active, capabilities requires a bonus action and, while active,
you have a flying speed of 45 feet. The jetpack last for 1 you have a flying speed of 35 feet. The jetpack last for 1
minute per power cell (to a maximum of 9 minutes) minute per power cell (to a maximum of 7 minutes)
and can be recharged by a power source or replacing and can be recharged by a power source or replacing
the power cells. the power cells.
Additionally, your rocketpack comes with an Additionally, your rocketpack comes with an
enhanced integrated rocket launcher with the enhanced integrated rocket launcher with the
Ammunition (range 100/400) and reload 1 properties. Ammunition (range 100/400) and reload 1 properties.
Rather than traditional power cells, this rocket Rather than traditional power cells, this rocket
launcher fires specialized projectiles in the form of launcher fires specialized projectiles in the form of
rockets. Whenever you would make a ranged weapon rockets. Whenever you would make a ranged weapon
attack, you can instead fire this rocket launcher. When attack, you can instead fire this rocket launcher. When
firing a rocket at long range, creatures within the firing a rocket at long range, creatures within the
radius of the rocket's explosion have advantage on the radius of the rocket's explosion have advantage on the
saving throw. Reloading this rocket launcher takes 1 saving throw. Reloading this rocket launcher takes 1
minute. You have a +3 bonus to attack rolls and deal an minute. You have a +2 bonus to attack and damage
additional 1d8 damage with this enhanced rocket rolls made with this enhanced rocket launcher.
launcher.
ROCKETPACK (SUPERIOR)
ROCKETPACK (FINE) Adventuring gear (back), advanced
Requires attunement
Clothes, Clandestine (Exceptional) Legendary You gain a +1 bonus to AC while you wear this robe.
Tunic Chassis (Legendary) Legendary Members of the Jedi Order typically wear plain or
unassuming garments, offering only a minor boost to
Clothes, Clandestine (Champion) Artifact
defenses.
Tunic Chassis (Artifact) Artifact
SITH ACOLYTE'S ROBE
CLOTHES, CLANDESTINE (CHAMPION) Adventuring gear (body), premium
These clothes come with nine hidden pockets, each of You gain a +1 bonus to damage rolls with weapons and
which can store up to 1 lb. Finding these hidden force powers while you wear this robe.
pockets requires a DC 30 Investigation check. Designed for those who relish personal combat, and
know that power comes to those who take it, these
CLOTHES, CLANDESTINE (EXCEPTIONAL) robes augment offensive capabilities with no hindrance
Adventuring gear (body), legendary
to movement.
These clothes come with eight hidden pockets, each of
which can store up to 1 lb. Finding these hidden SITH LORD'S ROBE
pockets requires a DC 27 Investigation check. Adventuring gear (body), advanced
Requires attunement
CLOTHES, CLANDESTINE (FINE) You gain a +3 bonus to damage rolls with weapons and
Adventuring gear (body), premium
force powers while you wear this robe.
These clothes come with three hidden pockets, each of Designed for those who relish personal combat, and
which can store up to 1 lb. Finding these hidden know that power comes to those who take it, these
pockets requires a DC 18 Investigation check. robes masterfully augment offensive capabilities with
no hindrance to movement.
CLOTHES, CLANDESTINE (IMPROVED)
Adventuring gear (body), prototype
SITH WARRIOR'S ROBE
These clothes come with five hidden pockets, each of Adventuring gear (body), prototype
pockets requires a DC 21 Investigation check. You gain a +2 bonus to damage rolls with weapons and
force powers while you wear this robe.
CLOTHES, CLANDESTINE (SUPERIOR) Designed for those who relish personal combat, and
Adventuring gear (body), advanced
know that power comes to those who take it, these
These clothes come with six hidden pockets, each of robes greatly augment offensive capabilities with no
which can store up to 1 lb. Finding these hidden hindrance to movement.
pockets requires a DC 24 Investigation check.
Requires attunement
Requires attunement
Requires attunement
Requires attunement
Requires attunement
Requires attunement
ARATECH SOUND DAMPENING BOOTS While you wear these boots, you can activate or
Adventuring gear (feet), premium
deactivate heir mag-locks as a bonus action. While the
Requires attunement
mag locks are engaged, you move at half speed, can
While you wear these boots, your steps make no walk on any solid metallic surface, ignore difficult
sound, regardless of the surface you are moving terrain caused by metallic debris, and ignore the
across. You also have advantage on Dexterity (Stealth) effects of gravity (or the lack thereof), allowing you to
checks that rely on moving silently. walk up vertical surfaces or even upside-down.
Before their repulsorcraft hit it big, Aratech honed its The battery in these boots lasts for a total of 1 hour
edge in the stealth field generator market. and recharges at the end of a long rest.
Requires attunement
Rocket boots are a form of rocket propulsion system
Prerequisite: at least 3 levels in fighter
affixed to a pair of boots instead of being worn on the
This item can hold a number of charges equal to half back like a standard jetpack. Activating or deactivating
your fighter level (rounded up). When you complete a the boots requires a bonus action and, while active,
long rest, this item regains all missing charges. On your you have a flying speed of 50 feet. The rocket boots
turn, you can expend 1 or more charges to engage the last for 1 minute and can be recharged by a power
rocket boosters and leap to a space you can see. For source or replacing the power cell.
each charge spent, you can move up to 10 feet. Any
ROCKET BOOTS (EXCEPTIONAL)
opportunity attacks you provoke with this movement
Adventuring gear (feet), legendary
Requires attunement
Requires attunement
Requires attunement
RING OF JOURNEYMAN FORCE STORING
This ring stores force powers cast into it, holding them Adventuring gear (finger), prototype
until the attuned wearer uses them. The ring can store Requires attunement
up to 6 levels worth of force powers at a time. When This ring stores force powers cast into it, holding them
found, it contains 1d7 − 1 levels of stored force powers until the attuned wearer uses them. The ring can store
chosen by the GM. up to 5 levels worth of force powers at a time. When
Any creature can cast a force power of 1st through found, it contains 1d6 − 1 levels of stored force powers
6th level into the ring by touching the ring as the force chosen by the GM.
power is cast. The force power has no effect, other Any creature can cast a force power of 1st through
than to be stored in the ring. If the ring can't hold the 5th level into the ring by touching the ring as the force
force power, the force power is expended without power is cast. The force power has no effect, other
effect. The level of the slot used to cast the force power than to be stored in the ring. If the ring can't hold the
determines how much space it uses. force power, the force power is expended without
While wearing this ring, you can cast any force power effect. The level of the slot used to cast the force power
stored in it. The force power uses the slot level, force determines how much space it uses.
save DC, force attack bonus, and forcecasting ability of While wearing this ring, you can cast any force power
the original caster, but is otherwise treated as if you stored in it. The force power uses the slot level, force
cast the force power. The force power cast from the save DC, force attack bonus, and forcecasting ability of
ring is no longer stored in it, freeing up space. the original caster, but is otherwise treated as if you
cast the force power. The force power cast from the
RING OF ANCIENT FORCE STORING ring is no longer stored in it, freeing up space.
Adventuring gear (finger), artifact
Requires attunement
This ring stores force powers cast into it, holding them
until the attuned wearer uses them. The ring can store
up to 9 levels worth of force powers at a time. When
found, it contains 1d10 − 1 levels of stored force
powers chosen by the GM.
Any creature can cast a force power of 1st through
9th level into the ring by touching the ring as the force
power is cast. The force power has no effect, other
than to be stored in the ring. If the ring can't hold the
force power, the force power is expended without
effect. The level of the slot used to cast the force power
determines how much space it uses.
While wearing this ring, you can cast any force power
stored in it. The force power uses the slot level, force
save DC, force attack bonus, and forcecasting ability of
the original caster, but is otherwise treated as if you
cast the force power. The force power cast from the
ring is no longer stored in it, freeing up space.
Requires attunement
Requires attunement
This ring stores force powers cast into it, holding them This ring stores tech powers cast into it, holding them
until the attuned wearer uses them. The ring can store until the attuned wearer uses them. The ring can store
up to 8 levels worth of force powers at a time. When up to 2 levels worth of tech powers at a time. When
found, it contains 1d9 − 1 levels of stored force powers found, it contains 1d3 − 1 levels of stored tech powers
chosen by the GM. chosen by the GM.
Any creature can cast a force power of 1st through Any creature can cast a tech power of 1st or 2nd
8th level into the ring by touching the ring as the force level into the ring by touching the ring as the tech
power is cast. The force power has no effect, other power is cast. The tech power has no effect, other than
than to be stored in the ring. If the ring can't hold the to be stored in the ring. If the ring can't hold the tech
force power, the force power is expended without power, the tech power is expended without effect. The
effect. The level of the slot used to cast the force power level of the slot used to cast the tech power
determines how much space it uses. determines how much space it uses.
While wearing this ring, you can cast any force power While wearing this ring, you can cast any tech power
stored in it. The force power uses the slot level, force stored in it. The tech power uses the slot level, tech
save DC, force attack bonus, and forcecasting ability of save DC, tech attack bonus, and techcasting ability of
the original caster, but is otherwise treated as if you the original caster, but is otherwise treated as if you
cast the force power. The force power cast from the cast the tech power. The tech power cast from the ring
ring is no longer stored in it, freeing up space. is no longer stored in it, freeing up space.
RING OF NOVICE FORCE STORING RING OF TECH STORING MK II
Adventuring gear (finger), standard
Adventuring gear (finger), premium
Requires attunement
Requires attunement
This ring stores force powers cast into it, holding them This ring stores tech powers cast into it, holding them
until the attuned wearer uses them. The ring can store until the attuned wearer uses them. The ring can store
up to 2 levels worth of force powers at a time. When up to 3 levels worth of tech powers at a time. When
found, it contains 1d3 − 1 levels of stored force powers found, it contains 1d4 − 1 levels of stored tech powers
chosen by the GM. chosen by the GM.
Any creature can cast a force power of 1st or 2nd Any creature can cast a tech power of 1st through
level into the ring by touching the ring as the force 3rd level into the ring by touching the ring as the tech
power is cast. The force power has no effect, other power is cast. The tech power has no effect, other than
than to be stored in the ring. If the ring can't hold the to be stored in the ring. If the ring can't hold the tech
force power, the force power is expended without power, the tech power is expended without effect. The
effect. The level of the slot used to cast the force power level of the slot used to cast the tech power
determines how much space it uses. determines how much space it uses.
While wearing this ring, you can cast any force power While wearing this ring, you can cast any tech power
stored in it. The force power uses the slot level, force stored in it. The tech power uses the slot level, tech
save DC, force attack bonus, and forcecasting ability of save DC, tech attack bonus, and techcasting ability of
the original caster, but is otherwise treated as if you the original caster, but is otherwise treated as if you
cast the force power. The force power cast from the cast the tech power. The tech power cast from the ring
ring is no longer stored in it, freeing up space. is no longer stored in it, freeing up space.
Requires attunement
Requires attunement
This ring stores tech powers cast into it, holding them This ring stores tech powers cast into it, holding them
until the attuned wearer uses them. The ring can store until the attuned wearer uses them. The ring can store
up to 5 levels worth of tech powers at a time. When up to 8 levels worth of tech powers at a time. When
found, it contains 1d6 − 1 levels of stored tech powers found, it contains 1d9 − 1 levels of stored tech powers
chosen by the GM. chosen by the GM.
Any creature can cast a tech power of 1st through Any creature can cast a tech power of 1st through
5th level into the ring by touching the ring as the tech 8th level into the ring by touching the ring as the tech
power is cast. The tech power has no effect, other than power is cast. The tech power has no effect, other than
to be stored in the ring. If the ring can't hold the tech to be stored in the ring. If the ring can't hold the tech
power, the tech power is expended without effect. The power, the tech power is expended without effect. The
level of the slot used to cast the tech power level of the slot used to cast the tech power
determines how much space it uses. determines how much space it uses.
While wearing this ring, you can cast any tech power While wearing this ring, you can cast any tech power
stored in it. The tech power uses the slot level, tech stored in it. The tech power uses the slot level, tech
save DC, tech attack bonus, and techcasting ability of save DC, tech attack bonus, and techcasting ability of
the original caster, but is otherwise treated as if you the original caster, but is otherwise treated as if you
cast the tech power. The tech power cast from the ring cast the tech power. The tech power cast from the ring
is no longer stored in it, freeing up space. is no longer stored in it, freeing up space.
RING OF TECH STORING MK IV RING OF TECH STORING MK VI
Adventuring gear (finger), advanced
Adventuring gear (finger), artifact
Requires attunement
Requires attunement
This ring stores tech powers cast into it, holding them This ring stores tech powers cast into it, holding them
until the attuned wearer uses them. The ring can store until the attuned wearer uses them. The ring can store
up to 6 levels worth of tech powers at a time. When up to 9 levels worth of tech powers at a time. When
found, it contains 1d7 − 1 levels of stored tech powers found, it contains 1d10 − 1 levels of stored tech powers
chosen by the GM. chosen by the GM.
Any creature can cast a tech power of 1st through Any creature can cast a tech power of 1st through
6th level into the ring by touching the ring as the tech 9th level into the ring by touching the ring as the tech
power is cast. The tech power has no effect, other than power is cast. The tech power has no effect, other than
to be stored in the ring. If the ring can't hold the tech to be stored in the ring. If the ring can't hold the tech
power, the tech power is expended without effect. The power, the tech power is expended without effect. The
level of the slot used to cast the tech power level of the slot used to cast the tech power
determines how much space it uses. determines how much space it uses.
While wearing this ring, you can cast any tech power While wearing this ring, you can cast any tech power
stored in it. The tech power uses the slot level, tech stored in it. The tech power uses the slot level, tech
save DC, tech attack bonus, and techcasting ability of save DC, tech attack bonus, and techcasting ability of
the original caster, but is otherwise treated as if you the original caster, but is otherwise treated as if you
cast the tech power. The tech power cast from the ring cast the tech power. The tech power cast from the ring
is no longer stored in it, freeing up space. is no longer stored in it, freeing up space.
Handwraps Chassis (Premium) Premium While wearing these handwraps, you have a +3 bonus
to attack rolls and deal an additional 1d8 damage with
Reverse-Engineered Crushgaunts Premium your unarmed strikes.
Handwraps (Improved) Prototype
HANDWRAPS (FINE)
Handwraps Chassis (Prototype) Prototype Adventuring gear (hands), premium
Handwraps (Superior) Advanced While wearing these handwraps, you have a +1 bonus
Handwraps Chassis (Advanced) Advanced
to attack and damage rolls made with your unarmed
strikes.
Mandalorian Shuk'orok Advanced
HANDWRAPS (IMPROVED)
Handwraps (Exceptional) Legendary
Adventuring gear (hands), prototype
Handwraps Chassis (Legendary) Legendary While wearing these handwraps, you have a +2 bonus
Handwarps (Champion) Artifact to attack and damage rolls made with your unarmed
strikes.
Handwarps Chassis (Artifact) Artifact
HANDWRAPS (SUPERIOR)
GAUNTLETS OF THE WARRIOR Adventuring gear (hands), advanced
you can expend charges instead of force points. These modifiable handwraps chassis comes with
When you reach 5th level in guardian, when you roll vacant modification slots for vibroweapon
a damage die for your Force-Empowered Strikes or modifications, as well as one augment slot. They can
Improved Force-Empowered Strikes feature, if you roll house modifications of advanced rarity or lower.
less than your Wisdom or Charisma modifier (your
HANDWRAPS CHASSIS (ARTIFACT)
choice), you can use the chosen modifier instead of the Adventuring gear (hands), artifact
When you reach 11th level in guardian, the radius of These modifiable handwraps chassis comes with
your Guardian Auras increases by 10 feet. Additionally, vacant modification slots for vibroweapon
when you use your Cause Harm or Lend Aid feature, modifications, as well as two augment slots. They can
you can add both your Wisdom and Charisma modifier, house modifications of artifact rarity or lower.
instead of just one.
When you reach 17th level in guardian, once per HANDWRAPS CHASSIS (LEGENDARY)
turn, when you roll the maximum on a damage die for Adventuring gear (hands), legendary
Empowered Strikes feature, you regain a use of your These modifiable handwraps chassis comes with
Channel the Force, to a maximum of your Wisdom or vacant modification slots for vibroweapon
Charisma modifier (your choice, minimum of one). modifications, as well as two augment slots. They can
These metallic gauntlets are decorated with ornate, house modifications of legendary rarity or lower.
sweeping symbols, and are each inlaid with six
precious stones of varying colors. HANDWRAPS CHASSIS (PREMIUM)
Adventuring gear (hands), premium
Requires attunement
Requires attunement
Requires attunement
Requires attunement
Requires attunement
Goggles of the Tinkerer Premium This item can hold a number of charges equal to half
Darkvision Goggles Premium your engineer level (rounded up). When you complete
a long rest, this item regains all missing charges. Once
Mandalorian Helmet Premium per turn, when you use a Potent Aptitude feature, you
Jensaarai Headgear Advanced can spend 1 charge to roll the Potent Aptitude dice
twice and add them together.
CIRCLET OF PERSISTENCE When you reach 5th level in engineer, you become a
Adventuring gear (head), prototype
valid target of your Potent Aptitude feature.
Requires attunement
Additionally, you gain 1 additional modification slot.
Prerequisite: at least 3 levels in consular
When you reach 11th level in engineer, you can add
This item can hold a number of charges equal to half half your proficiency bonus, rounded down, to any
your consular level (rounded up). When you complete a ability check with tools you make that doesn't already
long rest, this item regains all missing charges. When include your proficiency bonus. Additionally, you gain 1
you would use a Force-Empowered Casting option, you additional modification slot (2).
can expend charges instead of force points. When you reach 17th level in engineer, when use
When you reach 5th level in consular, when you use your bonus action to grant a Potent Aptitude die, you
your Force Recovery feature, you can add both your can grant a d4 instead of expending a use of your
Wisdom and Charisma modifier to the number of force Potent Aptitude. Additionally, you gain 1 additional
points regained, instead of just one. modification slot (3).
When you reach 11th level in consular, you can These goggles feature one-way glass lenses. When
ignore the prerequisites for force powers that are worn over the eyes, the lenses take whatever
lower level than your Max Power Level. appearance the bearer decides.
When you reach 17th level in consular, when you
make a Constitution saving throw to maintain JENSAARAI HEADGEAR
concentration on a force power, you can add your Adventuring gear (head), advanced
of one) if it doesn't already include that modifier. While you are wearing this headgear, kinetic and
This platinum circlet contains a gem that shifts colors energy damage that you take from unenhanced
weapons is reduced by an amount equal to your
at the whim of its bearer.
proficiency bonus.
DARKVISION GOGGLES Jensaarai Regalia. While wearing and attuned to this
Adventuring gear (head), premium
armor and Jensaarai Armor, this headgear no longer
While wearing these goggles, you have darkvision to a count towards your maximum attunement. While
range of 60 feet. If you already have darkvision, these wearing and attuned to this headgear, Jensaarai
goggles increase its range by 30 feet. Armor, and Jensaarai Cloak, fire, cold, and force
damage you take is reduced by an amount equal to
your proficiency bonus.
Most Jensaarai craft a mask or helmet bearing the
visage of an animal that best personifies their desires
or goals.
MANDALORIAN HELMET
Adventuring gear (head), premium
Requires attunement
Requires attunement
Requires attunement
Requires attunement
Requires attunement
Requires attunement
Requires attunement
BEEMON CARDIO-REGULATOR
Adventuring gear (neck), prototype
Requires attunement
NECKLACE OF DETERMINATION
Adventuring gear (neck), prototype
Requires attunement
Requires attunement
Requires attunement
Requires attunement
Mantle of the Anomic Premium This modifiable clothing chassis comes with vacant
Pauldron of Retribution Premium modification slots for clothing modifications, as well as
Cloak Chassis (Prototype) Prototype
one augment slot. It can house modifications of
prototype rarity or lower.
Cloak Chassis (Advanced) Advanced
Cloak Chassis (Legendary) Legendary
CLOAK CHASSIS (STANDARD)
Adventuring gear (shoulders), standard
your scholar level (rounded up). When you complete a Requires attunement
long rest, this item regains all missing charges. When Prerequisite: at least 3 levels in operative
your superiority die is rolled, you can expend one This item can hold a number of charges equal to half
charge to reroll the die and choose either roll. your operative level (rounded up). When you complete
When you reach 5th level in scholar, you can a long rest, this item regains all missing charges. When
maintain two targets of your Critical Analysis feature, you deal Sneak Attack damage, you can spend charges
instead of one. If you use your bonus action to analyze to reroll any number of dice and use either result.
a third target, you choose which Critical Analysis ends. When you reach 5th level in operative, while the
When you reach 11th level in scholar, when you use hood is drawn, creatures can't see within the hood's
your bonus action to use your Critical Analysis feature, confines unless you choose to allow it, you are in a
you can target two creatures, instead of just one. source of enhanced light, or the creatures possess
When you reach 17th level in scholar, you can take a truesight. Additionally, you have resistance to all
third reaction each round. You can only take one damage until the end of your first turn.
reaction per turn. When you reach 11th level in operative, when you
This color-shifting cloak is immune to wrinkles and use your Uncanny Dodge feature, an illusory duplicate
always has a pressed appearance. of yourself appears in your space until the start of your
next turn. The first attack roll made against you before
CLOAK CHASSIS (ADVANCED) the start of your next turn has disadvantage.
Adventuring gear (shoulders), advanced
When you reach 17th level in operative, when you
Requires attunement
are conscious and fail an Intelligence, Wisdom, or
This modifiable clothing chassis comes with vacant Charisma saving throw, you can choose to instead
modification slots for clothing modifications, as well as succeed. Once you've done so, you must complete a
one augment slot. It can house modifications of short or long rest before you can do so again.
advanced rarity or lower. The color of this hood shifts between light gray and
black depending on light.
CLOAK CHASSIS (ARTIFACT)
Adventuring gear (shoulders), artifact
Requires attunement
Requires attunement
Requires attunement
Requires attunement
While wearing this cloak with its hood up, you can try Prerequisite: at least 3 levels in berserker
to hide when you are lightly obscured from the This item can hold a number of charges equal to half
creature from which you are hiding. Pulling the hood your berserker level (rounded up). When you complete
up or down requires a bonus action. a long rest, this item regains all missing charges. While
Jensaarai Regalia. While wearing and attuned to this raging, when you deal damage that would include your
cloak and Jensaarai Armor, while its hood is up, Rage Damage, you can expend one charge to double
Wisdom (Perception) checks made to see you have your Rage Damage bonus for that damage.
disadvantage, and you have advantage on Dexterity When you reach 5th level in berserker, when you use
(Stealth) checks made to hide. While wearing and your Reckless Attack feature, your critical hit range
attuned to this cloak, Jensaraai Armor, and Jensaarai increases by 1.
Headgear, when you make a Dexterity saving throw to When you reach 11th level in berserker, once per
an avoid an effect that would deal cold, energy, fire, critical hit, when you roll maximum damage on a
force, or kinetic damage, you can add your Wisdom or weapon damage die, you can roll an additional die and
Charisma modifier (your choice, minimum of one) to add both to the total.
the roll if it doesn't already include that modifier. When you reach 17th level in berserker, when you
Most Jensaari wear a gray cloak that subtly adapts to are conscious and fail a Strength, Dexterity, or
their surroundings. Constitution saving throw, you can choose to instead
succeed. Once you've done so, you must complete a
MANTLE OF THE ANOMIC short or long rest before you can do so again.
Adventuring gear (shoulders), prototype
This single pauldron, which can be worn over armor,
Requires attunement
features the visage of a howling beast.
Prerequisite: at least 3 levels in sentinel
Requires attunement
Requires attunement
Requires attunement
unused, it regains 1 hour of use. While wearing this belt, your Strength score becomes
Those Baragwin who sought to turn their telepathic 27. If your Strength is already equal to or greater than
empathy into an asset for bounty hunting needed 27, it has no effect on you.
something special to overcome the drawbacks of their Worn on the legs, waist and lower back, this belt
lumbering frames. massively increases a users physical power with a set
of heavy durasteel actuators alongside an synaptic
CNS STRENGTH ENHANCER
monitoring system that reacts to its users motion with
Adventuring gear (waist), advanced
While wearing this belt, your Strength score becomes STRENGTH ENHANCER
23. If your Strength is already equal to or greater than Adventuring gear (waist), prototype
This belt further increases a users physical power While wearing this belt, your Strength score becomes
with pneumaticized assistance joists and a 21. If your Strength is already equal to or greater than
repulsorfield microgenerator. 21, it has no effect on you.
This belt increases a users physical power with
pneumaticized assistance joists that provide support
and leverage in a minimal form-factor.
Requires attunement
Armor Chassis (Prototype) Prototype You have a +3 bonus to AC while wearing this armor.
Mandalorian Beskar'gam Prototype
ARMOR CHASSIS (ADVANCED)
Armor (Superior) Advanced Armor (any), advanced
Light
Requires attunement
Requires attunement
d10 Damage Type d10 Damage Type This modifiable armor chassis comes with vacant
1 Acid 6 Lightning
modification slots for armor modifications. It can
house modifications of premium rarity or lower.
2 Cold 7 Necrotic
ARMOR CHASSIS (PROTOTYPE)
3 Fire 8 Poison
Armor (any), prototype
You have a +3 bonus to AC while wearing this armor. This modifiable armor chassis comes with vacant
Additionally, while wearing this armor, damage you modification slots for armor modifications. It can
take is reduced by 2. If this would reduce the damage house modifications of standard rarity.
to 0, the damage is instead reduced to 1.
ARMOR (EXCEPTIONAL)
Armor (any), legendary
Requires attunement
This armor has no weight and does not affect
While wearing this armor, you are considered encumbrance. While wearing it, you are considered
proficient regardless of whether or not you have proficient regardless of whether or not you have
proficiency in medium armor. Additionally, it grants a proficiency with heavy armor, and you are resistant to
+1 bonus to AC. all unenhanced damage.
Jensaarai Regalia. While wearing and attuned to this Cursed. You can not remove this armor without first
armor and Jensaarai Cloak, you are adapted to both killing the orbalisks. While wearing this armor,
hot and cold climates, as described in chapter 5 of the whenever you complete a long rest, you must make a
Dungeon Master's Guide. Additionally, this armor now DC 15 Wisdom saving throw. You can choose to fail this
grants a +2 bonus to AC, instead of +1. While wearing saving throw. For each saving throw you fail, the size of
and attuned to this armor, Jensaarai Cloak, and your Hit Die is reduced by one step (from d12 to d10,
Jensaarai Headgear, this armor now grants a +3 bonus from d10 to d8, from d8 to d6, from d6 to d4, or from
to AC, instead of +2. d4 to d2). If you fail a saving throw while your Hit Die is
At the height of their training, Jensaarai craft and a d2, you die as the orbalisks consume you.
bond with their own armor. While each set of armor is Additionally, for each saving throw you fail, your AC
unique to its bearer, they share similar traits. increases by 1. For each saving throw you succeed, the
size of your Hit Die increases by one step (from d2 to
MANDALORIAN BESKAR'GAM d4, from d4 to d6, from d6 to d8, from d8 to d10, or
Armor (any), prototype
from d10 to d12). Additionally, for each saving throw
Requires attunement
you succeed, your AC decreases by 1. The size of your
This armor comes equipped with 24 slots that can each Hit Die can not exceed the Hit Dice granted by your
hold a single item that weighs less than 2 lb. class, and your AC can not be increased or reduced
Additionally, it grants a +1 bonus to AC. more than the number of Hit Die increases or
Mandalorian Vestments. While wearing and reductions.
attuned to this armor and Mandalorian Helmet, you This armor is comprised of a series of small parasitic
are able to survive and operate in zero gravity space creatures called orbalisks. Over time, orbalisks
and other dangerous conditions. Additionally, this reproduce until they cover the entirety of their host.
armor now grants a +2 bonus to AC, instead of +1.
While wearing and attuned to this armor, Mandalorian REACTIVE ULTRACHROME ARMOR
Helmet, and Mandalorian Shuk'orok, this armor now Armor (heavy exoskeleton), legendary
This armor is forged from an incredibly rare material You have resistence to unenhanced damage while you
known as beskar, a highly durable metal. wear this armor. Additionally, you can use an action to
make yourself immune to unenhanced damage for 10
MATRIX ARMOR minutes or until you are no longer wearing the armor.
Armor (any heavy), premium
Once this special action is used, it can't be used again
While wearing this suit of armor, any critical hit against until the next dawn.
you becomes a normal hit. Made with just enough ultrachrome to give you an
This suit of armor has had its protective durasteel edge while still keeping things interesting, these suits
components replaced by equivalents made of matrix, a of armor can discharge an integrated power cell to
purple metal used to reinforce starships. catalyze this metal normally used in starship hulls into
a more resilient state.
VIIR AGATHYS'S ARMOR
Armor (any), premium
Stamina Adrenal (Fine) Premium As an action, you can administer this adrenal to a
Alacrity Adrenal (Improved) Prototype creature within 5 feet. When you administer this
Battle Adrenal Mk I Prototype
adrenal, the target's speed increases by 40 feet. This
effect lasts for 1 minute. A creature can benefit from
Sorcerer's Adrenal (Improved) Prototype only one adrenal at a time.
Stamina Adrenal (Improved) Prototype
BATTLE ADRENAL MK I
Alacrity Adrenal (Superior) Advanced Consumable (adrenal), prototype
Sorceror's Adrenal (Superior) Advanced As an action, you can administer this adrenal to a
creature within 5 feet. When you administer this
Stamina Adrenal (Superior) Advanced
adrenal, when the target takes the Attack action, it can
Alacrity Adrenal (Exceptional) Legendary make one additional attack (no action required). This
Stamina Adrenal (Exceptional) Legendary effect lasts for 1 minute. A creature can benefit from
only one adrenal at a time.
Alacrity Adrenal (Champion) Artifact
Battle Adrenal Mk II Artifact BATTLE ADRENAL MK II
Consumable (adrenal), artifact
Stamina Adrenal (Champion) Artifact As an action, you can administer this adrenal to a
creature within 5 feet. When you administer this
ALACRITY ADRENAL (BASIC) adrenal, when the target takes the Attack action, it can
Consumable (adrenal), standard
make two additional attacks (no action required). This
As an action, you can administer this adrenal to a effect lasts for 1 minute. A creature can benefit from
creature within 5 feet. When you administer this only one adrenal at a time.
adrenal, the target's speed increases by 10 feet. This
effect lasts for 1 minute. A creature can benefit from STAMINA ADRENAL (BASIC)
only one adrenal at a time. Consumable (adrenal), standard
Flux Collimator (Major) Prototype You have a +2 bonus to attack and damage rolls made
Oscillation Calibrator (Major) Prototype
with this enhanced wrist launcher dart, which deals
1d6 kinetic damage on a hit. This bonus is in addition
Power Cell (Major) Prototype to any bonuses granted by the weapon. Once the dart
Slug Cartridge (Major) Prototype has been fired, it no longer gives a bonus.
Dart (Deadly) Advanced FLUX COLLIMATOR (AVERAGE)
Flux Collimator (Deadly) Advanced Consumable (ammunition), premium
As an action, you can apply this calibrator to one You have a +3 bonus to attack rolls and deal an
vibroweapon or pair of handwraps within 5 feet, additional 1d8 damage with this enhanced power cell.
granting it a +1 bonus to attack and damage rolls for 1 This bonus is in addition to any bonuses granted by the
minute. This bonus is in addition to any bonuses weapon. Once the power cell is depleted, it no longer
granted by the weapon. Additionally, if the weapon is gives a bonus.
not enhanced, it becomes enhanced for the duration.
POWER CELL (MAJOR)
OSCILLATION CALIBRATOR (DEADLY) Consumable (ammunition), prototype
additional 1d8 damage for 1 minute. This bonus is in You have a +3 bonus to attack rolls and deal an
addition to any bonuses granted by the weapon. additional 1d10 damage with this enhanced slug
cartridge. This bonus is in addition to any bonuses
OSCILLATION CALIBRATOR (MAJOR) granted by the weapon. Once the slug cartridge has
Consumable (ammunition), prototype
been fired, it no longer gives a bonus.
As an action, you can apply this calibrator to one
vibroweapon or pair of handwraps within 5 feet, SLUG CARTRIDGE (LETHAL)
granting it a +2 bonus to attack and damage rolls for 1 Consumable (ammunition), legendary
minute. This bonus is in addition to any bonuses You have a +3 bonus to attack rolls and deal an
granted by the weapon. Additionally, if the weapon is additional 1d8 damage with this enhanced slug
not enhanced, it becomes enhanced for the duration. cartridge. This bonus is in addition to any bonuses
granted by the weapon. Once the slug cartridge has
POWER CELL (AVERAGE) been fired, it no longer gives a bonus.
Consumable (ammunition), premium
You have a +1 bonus to attack and damage rolls made SLUG CARTRIDGE (MAJOR)
with this enhanced power cell. This bonus is in addition Consumable (ammunition), prototype
to any bonuses granted by the weapon. Once the You have a +2 bonus to attack and damage rolls made
power cell is depleted, it no longer gives a bonus. with this enhanced slug cartridge. This bonus is in
addition to any bonuses granted by the weapon. Once
POWER CELL (DEADLY) the slug cartridge has been fired, it no longer gives a
Consumable (ammunition), advanced
bonus.
You have a +3 bonus to attack and damage rolls made
with this enhanced power cell. This bonus is in addition
to any bonuses granted by the weapon. Once the
power cell is depleted, it no longer gives a bonus.
POWER CELL (DEVASTATING)
Consumable (ammunition), artifact
necrotic, poison, psychic, or sonic, chosen by the GM As an action, you can administer this barrier to a
when the item is created), the barrier takes the creature within 5 feet. The barrier has 90 hit points,
damage instead. If this damage reduces the barrier to and lasts 8 hours. Whenever the creature takes
0 hit points, the creature takes any remaining damage. damage (one of acid, cold, fire, force, lightning,
A creature can benefit from only one barrier at a time. necrotic, poison, psychic, or sonic, chosen by the GM
when the item is created), the barrier takes the
ENVIRONMENTAL BARRIER MK II damage instead. If this damage reduces the barrier to
Consumable (barrier), premium
0 hit points, you take any remaining damage. A
As an action, you can administer this barrier to a creature can benefit from only one barrier at a time.
creature within 5 feet. The barrier has 30 hit points,
and lasts 8 hours. Whenever the creature takes PHYSICAL BARRIER MK I
damage (one of acid, cold, fire, force, lightning, Consumable (barrier), standard
necrotic, poison, psychic, or sonic, chosen by the GM As an action, you can administer this barrier to a
when the item is created), the barrier takes the creature within 5 feet. The barrier has 10 hit points,
damage instead. If this damage reduces the barrier to and lasts 8 hours. Whenever the creature takes
0 hit points, the creature takes any remaining damage. damage (one of energy, ion, or kinetic, chosen by the
A creature can benefit from only one barrier at a time. GM when the item is created), the barrier takes the
damage instead. If this damage reduces the barrier to
ENVIRONMENTAL BARRIER MK III 0 hit points, the creature takes any remaining damage.
Consumable (barrier), prototype
A creature can benefit from only one barrier at a time.
As an action, you can administer this barrier to a
creature within 5 feet. The barrier has 45 hit points, PHYSICAL BARRIER MK II
and lasts 8 hours. Whenever the creature takes Consumable (barrier), premium
damage (one of acid, cold, fire, force, lightning, As an action, you can administer this barrier to a
necrotic, poison, psychic, or sonic, chosen by the GM creature within 5 feet. The barrier has 20 hit points,
when the item is created), the barrier takes the and lasts 8 hours. Whenever the creature takes
damage instead. If this damage reduces the barrier to damage (one of energy, ion, or kinetic, chosen by the
0 hit points, you take any remaining damage. A GM when the item is created), the barrier takes the
creature can benefit from only one barrier at a time. damage instead. If this damage reduces the barrier to
0 hit points, the creature takes any remaining damage.
A creature can benefit from only one barrier at a time.
feet + your Strength modifier x 5. Each creature within Mines can be set to detonate when a creature comes
10 feet must make a DC 16 Dexterity saving throw. A
within up to 15 feet of it or paired with a remote
creature takes 4d10 kinetic damage on a failed save, or
detonator. As an action, you can prime and set a mine
half as much as on a successful one. on a surface you can reach, which activates at the start
GRENADE, FRAGMENTATION (DEADLY) of your next turn. When detonated, each creature
Consumable (explosive), advanced
within 15 feet of it must make a DC 20 Dexterity saving
Grenades can be set to detonate on impact or with a throw. A creature takes 8d10 kinetic damage on a
timer that causes them to explode on initiative count failed save, or half as much as on a successful one.
20 (losing all initiative ties). As an action, you can prime
MINE, FRAGMENTATION (DEVASTATING)
and throw a grenade at a point you can see within 30
Consumable (explosive), artifact
feet + your Strength modifier x 5. Each creature within Mines can be set to detonate when a creature comes
10 feet must make a DC 20 Dexterity saving throw. A
within up to 15 feet of it or paired with a remote
creature takes 8d10 kinetic damage on a failed save, or
detonator. As an action, you can prime and set a mine
half as much as on a successful one.
on a surface you can reach, which activates at the start
GRENADE, FRAGMENTATION (DEVASTATING) of your next turn. When detonated, each creature
Consumable (explosive), artifact
within 15 feet of it must make a DC 24 Dexterity saving
Grenades can be set to detonate on impact or with a throw. A creature takes 12d10 kinetic damage on a
timer that causes them to explode on initiative count failed save, or half as much as on a successful one.
20 (losing all initiative ties). As an action, you can prime
MINE, FRAGMENTATION (LETHAL)
and throw a grenade at a point you can see within 30 Consumable (explosive), legendary
equal to the amount rolled + their Constitution This fast-acting syringe grants a revitalizing boost. As
modifier (minimum of one hit point). If the creature has an action, you can use this vitapac to restore expended
Hit Dice of different sizes, use whichever Hit Die size Hit Dice to a beast or humanoid within 5 feet. The
they have the most of. creature immediately regains two Hit Dice. If the
creature has spent Hit Dice of different sizes,
MEDPAC (EXCEPTIONAL) determine which Hit Dice are restored randomly.
Consumable (medpac), legendary
this medpac to restore hit points to a beast or This fast-acting syringe grants a revitalizing boost. As
humanoid within 5 feet. The creature rolls five dice an action, you can use this vitapac to restore expended
equal to the size of their Hit Die and regains hit points Hit Dice to a beast or humanoid within 5 feet. The
equal to the amount rolled + their Constitution creature immediately regains nine Hit Dice. If the
modifier (minimum of one hit point). If the creature has creature has spent Hit Dice of different sizes,
Hit Dice of different sizes, use whichever Hit Die size determine which Hit Dice are restored randomly.
they have the most of.
VITAPAC (EXCEPTIONAL)
MEDPAC (FINE) Consumable (medpac), legendary
they have the most of. This fast-acting syringe grants a revitalizing boost. As
an action, you can use this vitapac to restore expended
Hit Dice to a beast or humanoid within 5 feet. The
creature immediately regains three Hit Dice. If the
creature has spent Hit Dice of different sizes,
determine which Hit Dice are restored randomly.
POISON (AVERAGE)
Consumable (poison), premium
Charisma Stim (Fine) Premium As an action, you can administer this stimpac to a
Constitution Stim (Fine) Premium
creature within 5 feet. When you administer this
stimpac, the target's Charisma score increases by 8,
Dexterity Stim (Fine) Premium and its maximum for this score increases by 8. This
Intelligence Stim (Fine) Premium effect lasts for 1 hour. A creature can benefit from only
one stimpac at a time.
Strength Stim (Fine) Premium
Wisdom Stim (Fine) Premium CHARISMA STIM (FINE)
Consumable (stimpac), premium
Constitution Stim (Exceptional) Legendary As an action, you can administer this stimpac to a
Dexterity Stim (Exceptional) Legendary creature within 5 feet. When you administer this
stimpac, the target's Charisma score increases by 6,
Intelligence Stim (Exceptional) Legendary
and its maximum for this score increases by 6. This
Strength Stim (Exceptional) Legendary effect lasts for 1 hour. A creature can benefit from only
Wisdom Stim (Exceptional) Legendary one stimpac at a time.
Charisma Stim (Champion) Artifact CONSTITUTION STIM (BASIC)
Constitution Stim (Champion) Artifact Consumable (stimpac), standard
As an action, you can administer this stimpac to a As an action, you can administer this stimpac to a
creature within 5 feet. When you administer this creature within 5 feet. When you administer this
stimpac, the target's Constitution score increases by 8, stimpac, the target's Dexterity score increases by 2,
and its maximum for this score increases by 8. This and its maximum for this score increases by 2. This
effect lasts for 1 hour. A creature can benefit from only effect lasts for 1 hour. A creature can benefit from only
one stimpac at a time. one stimpac at a time.
CONSTITUTION STIM (FINE) DEXTERITY STIM (IMPROVED)
Consumable (stimpac), premium
Consumable (stimpac), prototype
As an action, you can administer this stimpac to a As an action, you can administer this stimpac to a
creature within 5 feet. When you administer this creature within 5 feet. When you administer this
stimpac, the target's Constitution score increases by 2, stimpac, the target's Dexterity score increases by 4,
and its maximum for this score increases by 2. This and its maximum for this score increases by 4. This
effect lasts for 1 hour. A creature can benefit from only effect lasts for 1 hour. A creature can benefit from only
one stimpac at a time. one stimpac at a time.
CONSTITUTION STIM (IMPROVED) DEXTERITY STIM (SUPERIOR)
Consumable (stimpac), prototype
Consumable (stimpac), advanced
As an action, you can administer this stimpac to a As an action, you can administer this stimpac to a
creature within 5 feet. When you administer this creature within 5 feet. When you administer this
stimpac, the target's Constitution score increases by 4, stimpac, the target's Dexterity score increases by 6,
and its maximum for this score increases by 4. This and its maximum for this score increases by 6. This
effect lasts for 1 hour. A creature can benefit from only effect lasts for 1 hour. A creature can benefit from only
one stimpac at a time. one stimpac at a time.
CONSTITUTION STIM (SUPERIOR) INTELLIGENCE STIM (BASIC)
Consumable (stimpac), advanced
Consumable (stimpac), standard
As an action, you can administer this stimpac to a As an action, you can administer this stimpac to a
creature within 5 feet. When you administer this creature within 5 feet. When you administer this
stimpac, the target's Constitution score increases by 6, stimpac, the target's Intelligence score increases by 2,
and its maximum for this score increases by 6. This to a maximum of 20. This effect lasts for 1 hour. A
effect lasts for 1 hour. A creature can benefit from only creature can benefit from only one stimpac at a time.
one stimpac at a time.
INTELLIGENCE STIM (CHAMPION)
DEXTERITY STIM (BASIC) Consumable (stimpac), artifact
As an action, you can administer this stimpac to a As an action, you can administer this stimpac to a
creature within 5 feet. When you administer this creature within 5 feet. When you administer this
stimpac, the target's Dexterity score increases by 10, stimpac, the target's Intelligence score increases by 8,
and its maximum for this score increases by 10. This and its maximum for this score increases by 8. This
effect lasts for 1 hour. A creature can benefit from only effect lasts for 1 hour. A creature can benefit from only
one stimpac at a time. one stimpac at a time.
DEXTERITY STIM (EXCEPTIONAL) INTELLIGENCE STIM (FINE)
Consumable (stimpac), legendary
Consumable (stimpac), premium
As an action, you can administer this stimpac to a As an action, you can administer this stimpac to a
creature within 5 feet. When you administer this creature within 5 feet. When you administer this
stimpac, the target's Dexterity score increases by 8, stimpac, the target's Intelligence score increases by 2,
and its maximum for this score increases by 8. This and its maximum for this score increases by 2. This
effect lasts for 1 hour. A creature can benefit from only effect lasts for 1 hour. A creature can benefit from only
one stimpac at a time. one stimpac at a time.
As an action, you can administer this stimpac to a As an action, you can administer this stimpac to a
creature within 5 feet. When you administer this creature within 5 feet. When you administer this
stimpac, the target's Intelligence score increases by 4, stimpac, the target's Strength score increases by 6, and
and its maximum for this score increases by 4. This its maximum for this score increases by 6. This effect
effect lasts for 1 hour. A creature can benefit from only lasts for 1 hour. A creature can benefit from only one
one stimpac at a time. stimpac at a time.
INTELLIGENCE STIM (SUPERIOR) WISDOM STIM (BASIC)
Consumable (stimpac), advanced
Consumable (stimpac), standard
As an action, you can administer this stimpac to a As an action, you can administer this stimpac to a
creature within 5 feet. When you administer this creature within 5 feet. When you administer this
stimpac, the target's Intelligence score increases by 6, stimpac, the target's Wisdom score increases by 2, to a
and its maximum for this score increases by 6. This maximum of 20. This effect lasts for 1 hour. A creature
effect lasts for 1 hour. A creature can benefit from only can benefit from only one stimpac at a time.
one stimpac at a time.
WISDOM STIM (CHAMPION)
STRENGTH STIM (BASIC) Consumable (stimpac), artifact
As an action, you can administer this stimpac to a As an action, you can administer this stimpac to a
creature within 5 feet. When you administer this creature within 5 feet. When you administer this
stimpac, the target's Strength score increases by 10, stimpac, the target's Wisdom score increases by 8, and
and its maximum for this score increases by 10. This its maximum for this score increases by 8. This effect
effect lasts for 1 hour. A creature can benefit from only lasts for 1 hour. A creature can benefit from only one
one stimpac at a time. stimpac at a time.
STRENGTH STIM (EXCEPTIONAL) WISDOM STIM (FINE)
Consumable (stimpac), legendary
Consumable (stimpac), premium
As an action, you can administer this stimpac to a As an action, you can administer this stimpac to a
creature within 5 feet. When you administer this creature within 5 feet. When you administer this
stimpac, the target's Strength score increases by 8, and stimpac, the target's Wisdom score increases by 2, and
its maximum for this score increases by 8. This effect its maximum for this score increases by 2. This effect
lasts for 1 hour. A creature can benefit from only one lasts for 1 hour. A creature can benefit from only one
stimpac at a time. stimpac at a time.
STRENGTH STIM (FINE) WISDOM STIM (IMPROVED)
Consumable (stimpac), premium
Consumable (stimpac), prototype
As an action, you can administer this stimpac to a As an action, you can administer this stimpac to a
creature within 5 feet. When you administer this creature within 5 feet. When you administer this
stimpac, the target's Strength score increases by 2, and stimpac, the target's Wisdom score increases by 4, and
its maximum for this score increases by 2. This effect its maximum for this score increases by 4. This effect
lasts for 1 hour. A creature can benefit from only one lasts for 1 hour. A creature can benefit from only one
stimpac at a time. stimpac at a time.
STRENGTH STIM (IMPROVED) WISDOM STIM (SUPERIOR)
Consumable (stimpac), prototype
Consumable (stimpac), advanced
As an action, you can administer this stimpac to a As an action, you can administer this stimpac to a
creature within 5 feet. When you administer this creature within 5 feet. When you administer this
stimpac, the target's Strength score increases by 4, and stimpac, the target's Wisdom score increases by 6, and
its maximum for this score increases by 4. This effect its maximum for this score increases by 6. This effect
lasts for 1 hour. A creature can benefit from only one lasts for 1 hour. A creature can benefit from only one
stimpac at a time. stimpac at a time.
Refined andris crystal, a spice mined most commonly Refined andris crystal, a spice mined most commonly
on Sevarcos II, sharpens a creature's mind when on Sevarcos II, sharpens a creature's mind when
smoked. As an action, you can apply this substance to smoked. As an action, you can apply this substance to
a creature within 5 feet. For the next minute, the a creature within 5 feet. For the next hour, the creature
creature experiences a high that allows them to roll an experiences a high that allows them to roll an
additional d4 when making an ability check, attack roll, additional d12 when making an ability check, attack
or saving throw using Wisdom. At the end of the high, roll, or saving throw using Wisdom. At the end of the
the creature must succeed on a DC 16 Wisdom saving high, the creature must succeed on a DC 24 Wisdom
throw or experience a low that lasts 1 hour, during saving throw or experience a low that lasts 8 hours,
which they must roll a d4 and subtract the result when during which they must roll a d12 and subtract the
making an ability check, attack roll, or saving throw result when making an ability check, attack roll, or
using Wisdom. At the end of the low, the creature must saving throw using Wisdom. At the end of the low, the
make a DC 16 Constitution saving throw to resist creature must make a DC 24 Constitution saving throw
addiction. to resist addiction.
ANDRIS (HIGH QUALITY) ANDRIS (UNCUT)
Consumable (substance), advanced
Consumable (substance), prototype
Refined andris crystal, a spice mined most commonly Refined andris crystal, a spice mined most commonly
on Sevarcos II, sharpens a creature's mind when on Sevarcos II, sharpens a creature's mind when
smoked. As an action, you can apply this substance to smoked. As an action, you can apply this substance to
a creature within 5 feet. For the next 10 minutes, the a creature within 5 feet. For the next 10 minutes, the
creature experiences a high that allows them to roll an creature experiences a high that allows them to roll an
additional d8 when making an ability check, attack roll, additional d6 when making an ability check, attack roll,
or saving throw using Wisdom. At the end of the high, or saving throw using Wisdom. At the end of the high,
the creature must succeed on a DC 20 Wisdom saving the creature must succeed on a DC 18 Wisdom saving
throw or experience a low that lasts 4 hours, during throw or experience a low that lasts 1 hour, during
which they must roll a d8 and subtract the result when which they must roll a d6 and subtract the result when
making an ability check, attack roll, or saving throw making an ability check, attack roll, or saving throw
using Wisdom. At the end of the low, the creature must using Wisdom. At the end of the low, the creature must
make a DC 20 Constitution saving throw to resist make a DC 18 Constitution saving throw to resist
addiction. addiction.
ANDRIS (POTENT) CILONA (FINE)
Consumable (substance), legendary
Consumable (substance), premium
Refined andris crystal, a spice mined most commonly Cilona, the active ingredient in deathsticks, is a
on Sevarcos II, sharpens a creature's mind when hallucinogen that causes an ecstatic feeling that
smoked. As an action, you can apply this substance to improves strength. As an action, you can apply this
a creature within 5 feet. For the next hour, the creature substance to a creature within 5 feet. For the next
experiences a high that allows them to roll an minute, the creature experiences a high that allows
additional d10 when making an ability check, attack them to roll an additional d4 when making an ability
roll, or saving throw using Wisdom. At the end of the check, attack roll, or saving throw using Strength. At
high, the creature must succeed on a DC 22 Wisdom the end of the high, the creature must succeed on a DC
saving throw or experience a low that lasts 4 hours, 16 Wisdom saving throw or experience a low that lasts
during which they must roll a d10 and subtract the 1 hour, during which they must roll a d4 and subtract
result when making an ability check, attack roll, or the result when making an ability check, attack roll, or
saving throw using Wisdom. At the end of the low, the saving throw using Strength. At the end of the low, the
creature must make a DC 22 Constitution saving throw creature must make a DC 16 Constitution saving throw
to resist addiction. to resist addiction.
Cilona, the active ingredient in deathsticks, is a Cilona, the active ingredient in deathsticks, is a
hallucinogen that causes an ecstatic feeling that hallucinogen that causes an ecstatic feeling that
improves strength. As an action, you can apply this improves strength. As an action, you can apply this
substance to a creature within 5 feet. For the next 10 substance to a creature within 5 feet. For the next 10
minutes, the creature experiences a high that allows minutes, the creature experiences a high that allows
them to roll an additional d8 when making an ability them to roll an additional d6 when making an ability
check, attack roll, or saving throw using Strength. At check, attack roll, or saving throw using Strength. At
the end of the high, the creature must succeed on a DC the end of the high, the creature must succeed on a DC
20 Wisdom saving throw or experience a low that lasts 18 Wisdom saving throw or experience a low that lasts
4 hours, during which they must roll a d8 and subtract 1 hour, during which they must roll a d6 and subtract
the result when making an ability check, attack roll, or the result when making an ability check, attack roll, or
saving throw using Strength. At the end of the low, the saving throw using Strength. At the end of the low, the
creature must make a DC 20 Constitution saving throw creature must make a DC 18 Constitution saving throw
to resist addiction. to resist addiction.
CILONA (POTENT) DEUTERIUM-PYRO (AGED)
Consumable (substance), legendary
Consumable (substance), advanced
Cilona, the active ingredient in deathsticks, is a This alcoholic beverage, favored amongst ruffians,
hallucinogen that causes an ecstatic feeling that features a terrible flavor and strong aftertaste. As an
improves strength. As an action, you can apply this action, you can apply this substance to a creature
substance to a creature within 5 feet. For the next within 5 feet. For the next 10 minutes, the creature
hour, the creature experiences a high that allows them experiences a high that allows them to roll an
to roll an additional d10 when making an ability check, additional d8 when making an ability check, attack roll,
attack roll, or saving throw using Strength. At the end or saving throw using Strength. At the end of the high,
of the high, the creature must succeed on a DC 22 the creature must succeed on a DC 20 Constitution
Wisdom saving throw or experience a low that lasts 4 saving throw or experience a low that lasts 4 hours,
hours, during which they must roll a d10 and subtract during which they must roll a d8 and subtract the
the result when making an ability check, attack roll, or result when making an ability check, attack roll, or
saving throw using Strength. At the end of the low, the saving throw using Strength. At the end of the low, the
creature must make a DC 22 Constitution saving throw creature must make a DC 20 Wisdom saving throw to
to resist addiction. resist addiction.
CILONA (PURE) DEUTERIUM-PYRO (FINE)
Consumable (substance), artifact
Consumable (substance), premium
Cilona, the active ingredient in deathsticks, is a This alcoholic beverage, favored amongst ruffians,
hallucinogen that causes an ecstatic feeling that features a terrible flavor and strong aftertaste. As an
improves strength. As an action, you can apply this action, you can apply this substance to a creature
substance to a creature within 5 feet. For the next within 5 feet. For the next minute, the creature
hour, the creature experiences a high that allows them experiences a high that allows them to roll an
to roll an additional d12 when making an ability check, additional d4 when making an ability check, attack roll,
attack roll, or saving throw using Strength. At the end or saving throw using Strength. At the end of the high,
of the high, the creature must succeed on a DC 24 the creature must succeed on a DC 16 Constitution
Wisdom saving throw or experience a low that lasts 8 saving throw or experience a low that lasts 1 hour,
hours, during which they must roll a d12 and subtract during which they must roll a d4 and subtract the
the result when making an ability check, attack roll, or result when making an ability check, attack roll, or
saving throw using Strength. At the end of the low, the saving throw using Strength. At the end of the low, the
creature must make a DC 24 Constitution saving throw creature must make a DC 16 Wisdom saving throw to
to resist addiction. resist addiction.
This alcoholic beverage, favored amongst ruffians, This sandy-brown powder makes everything humorous
features a terrible flavor and strong aftertaste. As an while enhancing a creature's nimbleness. As an action,
action, you can apply this substance to a creature you can apply this substance to a creature within 5
within 5 feet. For the next 10 minutes, the creature feet. For the next minute, the creature experiences a
experiences a high that allows them to roll an high that allows them to roll an additional d4 when
additional d6 when making an ability check, attack roll, making an ability check, attack roll, or saving throw
or saving throw using Strength. At the end of the high, using Dexterity. At the end of the high, the creature
the creature must succeed on a DC 18 Constitution must succeed on a DC 16 Wisdom saving throw or
saving throw or experience a low that lasts 1 hour, experience a low that lasts 1 hour, during which they
during which they must roll a d6 and subtract the must roll a d4 and subtract the result when making an
result when making an ability check, attack roll, or ability check, attack roll, or saving throw using
saving throw using Strength. At the end of the low, the Dexterity. At the end of the low, the creature must
creature must make a DC 18 Wisdom saving throw to make a DC 16 Constitution saving throw to resist
resist addiction. addiction.
DEUTERIUM-PYRO (RESERVE) GIGGLEDUST (HIGH QUALITY)
Consumable (substance), legendary
Consumable (substance), advanced
This alcoholic beverage, favored amongst ruffians, This sandy-brown powder makes everything humorous
features a terrible flavor and strong aftertaste. As an while enhancing a creature's nimbleness. As an action,
action, you can apply this substance to a creature you can apply this substance to a creature within 5
within 5 feet. For the next hour, the creature feet. For the next 10 minutes, the creature experiences
experiences a high that allows them to roll an a high that allows them to roll an additional d8 when
additional d10 when making an ability check, attack making an ability check, attack roll, or saving throw
roll, or saving throw using Strength. At the end of the using Dexterity. At the end of the high, the creature
high, the creature must succeed on a DC 22 must succeed on a DC 20 Wisdom saving throw or
Constitution saving throw or experience a low that experience a low that lasts 4 hours, during which they
lasts 4 hours, during which they must roll a d10 and must roll a d8 and subtract the result when making an
subtract the result when making an ability check, ability check, attack roll, or saving throw using
attack roll, or saving throw using Strength. At the end Dexterity. At the end of the low, the creature must
of the low, the creature must make a DC 22 Wisdom make a DC 20 Constitution saving throw to resist
saving throw to resist addiction. addiction.
DEUTERIUM-PYRO (SPECIAL) GIGGLEDUST (POTENT)
Consumable (substance), artifact
Consumable (substance), legendary
This alcoholic beverage, favored amongst ruffians, This sandy-brown powder makes everything humorous
features a terrible flavor and strong aftertaste. As an while enhancing a creature's nimbleness. As an action,
action, you can apply this substance to a creature you can apply this substance to a creature within 5
within 5 feet. For the next hour, the creature feet. For the next hour, the creature experiences a high
experiences a high that allows them to roll an that allows them to roll an additional d10 when making
additional d12 when making an ability check, attack an ability check, attack roll, or saving throw using
roll, or saving throw using Strength. At the end of the Dexterity. At the end of the high, the creature must
high, the creature must succeed on a DC 24 succeed on a DC 22 Wisdom saving throw or
Constitution saving throw or experience a low that experience a low that lasts 4 hours, during which they
lasts 8 hours, during which they must roll a d12 and must roll a d10 and subtract the result when making an
subtract the result when making an ability check, ability check, attack roll, or saving throw using
attack roll, or saving throw using Strength. At the end Dexterity. At the end of the low, the creature must
of the low, the creature must make a DC 24 Wisdom make a DC 22 Constitution saving throw to resist
saving throw to resist addiction. addiction.
This sandy-brown powder makes everything humorous A silvery-green webbing sharp to the touch, yet when
while enhancing a creature's nimbleness. As an action, liquidized causes a heightened mental state and
you can apply this substance to a creature within 5 pleasurable boost. As an action, you can apply this
feet. For the next hour, the creature experiences a high substance to a creature within 5 feet. For the next 10
that allows them to roll an additional d12 when making minutes, the creature experiences a high that allows
an ability check, attack roll, or saving throw using them to roll an additional d8 when making an ability
Dexterity. At the end of the high, the creature must check, attack roll, or saving throw using Intelligence. At
succeed on a DC 24 Wisdom saving throw or the end of the high, the creature must succeed on a DC
experience a low that lasts 8 hours, during which they 20 Wisdom saving throw or experience a low that lasts
must roll a d12 and subtract the result when making an 4 hours, during which they must roll a d8 and subtract
ability check, attack roll, or saving throw using the result when making an ability check, attack roll, or
Dexterity. At the end of the low, the creature must saving throw using Intelligence. At the end of the low,
make a DC 24 Constitution saving throw to resist the creature must make a DC 20 Constitution saving
addiction. throw to resist addiction.
GIGGLEDUST (UNCUT) GLITTERSTIM (POTENT)
Consumable (substance), prototype
Consumable (substance), legendary
This sandy-brown powder makes everything humorous A silvery-green webbing sharp to the touch, yet when
while enhancing a creature's nimbleness. As an action, liquidized causes a heightened mental state and
you can apply this substance to a creature within 5 pleasurable boost. As an action, you can apply this
feet. For the next 10 minutes, the creature experiences substance to a creature within 5 feet. For the next
a high that allows them to roll an additional d6 when hour, the creature experiences a high that allows them
making an ability check, attack roll, or saving throw to roll an additional d10 when making an ability check,
using Dexterity. At the end of the high, the creature attack roll, or saving throw using Intelligence. At the
must succeed on a DC 18 Wisdom saving throw or end of the high, the creature must succeed on a DC 22
experience a low that lasts 1 hour, during which they Wisdom saving throw or experience a low that lasts 4
must roll a d6 and subtract the result when making an hours, during which they must roll a d10 and subtract
ability check, attack roll, or saving throw using the result when making an ability check, attack roll, or
Dexterity. At the end of the low, the creature must saving throw using Intelligence. At the end of the low,
make a DC 18 Constitution saving throw to resist the creature must make a DC 22 Constitution saving
addiction. throw to resist addiction.
GLITTERSTIM (FINE) GLITTERSTIM (PURE)
Consumable (substance), premium
Consumable (substance), artifact
A silvery-green webbing sharp to the touch, yet when A silvery-green webbing sharp to the touch, yet when
liquidized causes a heightened mental state and liquidized causes a heightened mental state and
pleasurable boost. As an action, you can apply this pleasurable boost. As an action, you can apply this
substance to a creature within 5 feet. For the next substance to a creature within 5 feet. For the next
minute, the creature experiences a high that allows hour, the creature experiences a high that allows them
them to roll an additional d4 when making an ability to roll an additional d12 when making an ability check,
check, attack roll, or saving throw using Intelligence. At attack roll, or saving throw using Intelligence. At the
the end of the high, the creature must succeed on a DC end of the high, the creature must succeed on a DC 24
16 Wisdom saving throw or experience a low that lasts Wisdom saving throw or experience a low that lasts 8
1 hour, during which they must roll a d4 and subtract hours, during which they must roll a d12 and subtract
the result when making an ability check, attack roll, or the result when making an ability check, attack roll, or
saving throw using Intelligence. At the end of the low, saving throw using Intelligence. At the end of the low,
the creature must make a DC 16 Constitution saving the creature must make a DC 24 Constitution saving
throw to resist addiction. throw to resist addiction.
A silvery-green webbing sharp to the touch, yet when A powerful painkiller, karrak allows creatures to
liquidized causes a heightened mental state and continue through the most grievous injuries. As an
pleasurable boost. As an action, you can apply this action, you can apply this substance to a creature
substance to a creature within 5 feet. For the next 10 within 5 feet. For the next hour, the creature
minutes, the creature experiences a high that allows experiences a high that allows them to roll an
them to roll an additional d6 when making an ability additional d10 when making an ability check or saving
check, attack roll, or saving throw using Intelligence. At throw using Constitution, and at the start of each of
the end of the high, the creature must succeed on a DC the creature's turns it gains 2d10 temporary hit points.
18 Wisdom saving throw or experience a low that lasts At the end of the high, the creature must succeed on a
1 hour, during which they must roll a d6 and subtract DC 22 Wisdom saving throw or experience a low that
the result when making an ability check, attack roll, or lasts 4 hours, during which they must roll a d10 and
saving throw using Intelligence. At the end of the low, subtract the result when making an ability check or
the creature must make a DC 18 Constitution saving saving throw using Constitution, and for the duration
throw to resist addiction. their current and maximum hit points are reduced by
2d10. If this would reduce your maximum hit points
KARRAK (FINE) below 1, it instead becomes 1. At the end of the low,
Consumable (substance), premium
the creature must make a DC 22 Constitution saving
A powerful painkiller, karrak allows creatures to throw to resist addiction.
continue through the most grievous injuries. As an
action, you can apply this substance to a creature KARRAK (PURE)
within 5 feet. For the next minute, the creature Consumable (substance), artifact
experiences a high that allows them to roll an A powerful painkiller, karrak allows creatures to
additional d4 when making an ability check or saving continue through the most grievous injuries. As an
throw using Constitution, and at the start of each of action, you can apply this substance to a creature
the creature's turns it gains 2d4 temporary hit points. within 5 feet. For the next hour, the creature
At the end of the high, the creature must succeed on a experiences a high that allows them to roll an
DC 16 Wisdom saving throw or experience a low that additional d12 when making an ability check or saving
lasts 1 hour, during which they must roll a d4 and throw using Constitution, and at the start of each of
subtract the result when making an ability check or the creature's turns it gains 2d12 temporary hit points.
saving throw using Constitution, and for the duration At the end of the high, the creature must succeed on a
their current and maximum hit points are reduced by DC 24 Wisdom saving throw or experience a low that
2d4. If this would reduce your maximum hit points lasts 8 hours, during which they must roll a d12 and
below 1, it instead becomes 1. At the end of the low, subtract the result when making an ability check or
the creature must make a DC 16 Constitution saving saving throw using Constitution, and for the duration
throw to resist addiction. their current and maximum hit points are reduced by
2d12. If this would reduce your maximum hit points
KARRAK (HIGH QUALITY) below 1, it instead becomes 1. At the end of the low,
Consumable (substance), advanced
the creature must make a DC 24 Constitution throw to
A powerful painkiller, karrak allows creatures to resist addiction.
continue through the most grievous injuries. As an
action, you can apply this substance to a creature KARRAK (UNCUT)
within 5 feet. For the next 10 minutes, the creature Consumable (substance), prototype
experiences a high that allows them to roll an A powerful painkiller, karrak allows creatures to
additional d8 when making an ability check or saving continue through the most grievous injuries. As an
throw using Constitution, and at the start of each of action, you can apply this substance to a creature
the creature's turns it gains 2d8 temporary hit points. within 5 feet. For the next 10 minutes, the creature
At the end of the high, the creature must succeed on a experiences a high that allows them to roll an
DC 20 Wisdom saving throw or experience a low that additional d6 when making an ability check or saving
lasts 4 hours, during which they must roll a d8 and throw using Constitution, and at the start of each of
subtract the result when making an ability check or the creature's turns it gains 2d6 temporary hit points.
saving throw using Constitution, and for the duration At the end of the high, the creature must succeed on a
their current and maximum hit points are reduced by DC 18 Wisdom saving throw or experience a low that
2d8. If this would reduce your maximum hit points lasts 1 hour, during which they must roll a d6 and
below 1, it instead becomes 1. At the end of the low, subtract the result when making an ability check or
the creature must make a DC 20 Constitution saving saving throw using Constitution, and for the duration
throw to resist addiction. their current and maximum hit points are reduced by
2d6. If this would reduce your maximum hit points
below 1, it instead becomes 1. At the end of the low,
the creature must make a DC 18 Constitution saving
throw to resist addiction.
Mummergy is a strong-smelling liquor derived from a Mummergy is a strong-smelling liquor derived from a
plant of the same name. As an action, you can apply plant of the same name. As an action, you can apply
this substance to a creature within 5 feet. For the next this substance to a creature within 5 feet. For the next
10 minutes, the creature experiences a high that allows hour, the creature experiences a high that allows them
them to roll an additional d8 when making an ability to roll an additional d12 when making an ability check,
check, attack roll, or saving throw using Intelligence. At attack roll, or saving throw using Intelligence. At the
the end of the high, the creature must succeed on a DC end of the high, the creature must succeed on a DC 24
20 Constitution saving throw or experience a low that Constitution saving throw or experience a low that
lasts 4 hours, during which they must roll a d8 and lasts 8 hours, during which they must roll a d12 and
subtract the result when making an ability check, subtract the result when making an ability check,
attack roll, or saving throw using Intelligence. At the attack roll, or saving throw using Intelligence. At the
end of the low, the creature must make a DC 20 end of the low, the creature must make a DC 24
Wisdom saving throw to resist addiction. Wisdom saving throw to resist addiction.
MUMMERGY (FINE) MUON GOLD (FINE)
Consumable (substance), premium
Consumable (substance), premium
Mummergy is a strong-smelling liquor derived from a Muon gold is a lubricant-based spice that gives users
plant of the same name. As an action, you can apply intensified mental clarity and focus for a short time. As
this substance to a creature within 5 feet. For the next an action, you can apply this substance to a creature
minute, the creature experiences a high that allows within 5 feet. For the next minute, the creature
them to roll an additional d4 when making an ability experiences a high that increases their current and
check, attack roll, or saving throw using Intelligence. At maximum tech points by 2d4. At the end of the high,
the end of the high, the creature must succeed on a DC the creature must succeed on a DC 16 Wisdom saving
16 Constitution saving throw or experience a low that throw or experience a low that lasts 1 hour, their
lasts 1 hour, during which they must roll a d4 and current and maximum tech points are reduced by 2d4.
subtract the result when making an ability check, At the end of the low, the creature must make a DC 16
attack roll, or saving throw using Intelligence. At the Constitution saving throw to resist addiction.
end of the low, the creature must make a DC 16
Wisdom saving throw to resist addiction. MUON GOLD (HIGH QUALITY)
Consumable (substance), advanced
Wisdom saving throw to resist addiction. Muon gold is a lubricant-based spice that gives users
intensified mental clarity and focus for a short time. As
MUMMERGY (RESERVE) an action, you can apply this substance to a creature
Consumable (substance), legendary
within 5 feet. For the next hour, the creature
Mummergy is a strong-smelling liquor derived from a experiences a high that increases their current and
plant of the same name. As an action, you can apply maximum tech points by 2d10. At the end of the high,
this substance to a creature within 5 feet. For the next the creature must succeed on a DC 22 Wisdom saving
hour, the creature experiences a high that allows them throw or experience a low that lasts 4 hours, their
to roll an additional d10 when making an ability check, current and maximum tech points are reduced by
attack roll, or saving throw using Intelligence. At the 2d10. At the end of the low, the creature must make a
end of the high, the creature must succeed on a DC 22 DC 22 Constitution saving throw to resist addiction.
Constitution saving throw or experience a low that
lasts 4 hours, during which they must roll a d10 and
subtract the result when making an ability check,
attack roll, or saving throw using Intelligence. At the
end of the low, the creature must make a DC 22
Wisdom saving throw to resist addiction.
Muon gold is a lubricant-based spice that gives users This grog features a pungent odor and a strong kick. As
intensified mental clarity and focus for a short time. As an action, you can apply this substance to a creature
an action, you can apply this substance to a creature within 5 feet. For the next 10 minutes, the creature
within 5 feet. For the next hour, the creature experiences a high that increases their current and
experiences a high that increases their current and maximum tech points by 2d6. At the end of the high,
maximum tech points by 2d12. At the end of the high, the creature must succeed on a DC 18 Constitution
the creature must succeed on a DC 24 Wisdom saving saving throw or experience a low that lasts 1 hour,
throw or experience a low that lasts 8 hours, their their current and maximum tech points are reduced by
current and maximum tech points are reduced by 2d6. At the end of the low, the creature must make a
2d12. At the end of the low, the creature must make a DC 18 Wisdom saving throw to resist addiction.
DC 24 Constitution saving throw to resist addiction.
NOVANIAN GROG (RESERVE)
MUON GOLD (UNCUT) Consumable (substance), legendary
NOVANIAN GROG (AGED) This grog features a pungent odor and a strong kick. As
Consumable (substance), advanced
an action, you can apply this substance to a creature
This grog features a pungent odor and a strong kick. As within 5 feet. For the next hour, the creature
an action, you can apply this substance to a creature experiences a high that increases their current and
within 5 feet. For the next 10 minutes, the creature maximum tech points by 2d12. At the end of the high,
experiences a high that increases their current and the creature must succeed on a DC 24 Constitution
maximum tech points by 2d8. At the end of the high, saving throw or experience a low that lasts 8 hours,
the creature must succeed on a DC 20 Constitution their current and maximum tech points are reduced by
saving throw or experience a low that lasts 4 hours, 2d12. At the end of the low, the creature must make a
their current and maximum tech points are reduced by DC 24 Wisdom saving throw to resist addiction.
2d8. At the end of the low, the creature must make a
DC 20 Wisdom saving throw to resist addiction. RAAVA (AGED)
Consumable (substance), advanced
Raava is a traditional liquor breed from zsajhira Spicebrew, a popular drink across the galaxy, is a
berries. As an action, you can apply this substance to a tanned alcoholic beverage topped with foam. As an
creature within 5 feet. For the next minute, the action, you can apply this substance to a creature
creature experiences a high that allows them to roll an within 5 feet. For the next 10 minutes, the creature
additional d4 when making an ability check, attack roll, experiences a high that increases their current and
or saving throw using Dexterity. At the end of the high, maximum force points by 2d8. At the end of the high,
the creature must succeed on a DC 16 Constitution the creature must succeed on a DC 20 Constitution
saving throw or experience a low that lasts 1 hour, saving throw or experience a low that lasts 4 hours,
during which they must roll a d4 and subtract the their current and maximum force points are reduced
result when making an ability check, attack roll, or by 2d8. At the end of the low, the creature must make
saving throw using Dexterity. At the end of the low, the a DC 20 Wisdom saving throw to resist addiction.
creature must make a DC 16 Wisdom saving throw to
resist addiction. SPICEBREW (FINE)
Consumable (substance), premium
attack roll, or saving throw using Dexterity. At the end Spicebrew, a popular drink across the galaxy, is a
of the low, the creature must make a DC 22 Wisdom tanned alcoholic beverage topped with foam. As an
saving throw to resist addiction. action, you can apply this substance to a creature
within 5 feet. For the next hour, the creature
RAAVA (SPECIAL) experiences a high that increases their current and
Consumable (substance), artifact
maximum force points by 2d10. At the end of the high,
Raava is a traditional liquor breed from zsajhira the creature must succeed on a DC 22 Constitution
berries. As an action, you can apply this substance to a saving throw or experience a low that lasts 4 hours,
creature within 5 feet. For the next hour, the creature their current and maximum force points are reduced
experiences a high that allows them to roll an by 2d10. At the end of the low, the creature must make
additional d12 when making an ability check, attack a DC 22 Wisdom saving throw to resist addiction.
roll, or saving throw using Dexterity. At the end of the
high, the creature must succeed on a DC 24
Constitution saving throw or experience a low that
lasts 8 hours, during which they must roll a d12 and
subtract the result when making an ability check,
attack roll, or saving throw using Dexterity. At the end
of the low, the creature must make a DC 24 Wisdom
saving throw to resist addiction.
Spicebrew, a popular drink across the galaxy, is a This colorless spirit, favored by Mandalorians, burns
tanned alcoholic beverage topped with foam. As an the mouth and throat when consumed. As an action,
action, you can apply this substance to a creature you can apply this substance to a creature within 5
within 5 feet. For the next hour, the creature feet. For the next 10 minutes, the creature experiences
experiences a high that increases their current and a high that allows them to roll an additional d6 when
maximum force points by 2d12. At the end of the high, making an ability check or saving throw using
the creature must succeed on a DC 24 Constitution Constitution, and at the start of each of the creature's
saving throw or experience a low that lasts 8 hours, turns it gains 2d6 temporary hit points. At the end of
their current and maximum force points are reduced the high, the creature must succeed on a DC 18
by 2d12. At the end of the low, the creature must make Constitution saving throw or experience a low that
a DC 24 Wisdom saving throw to resist addiction. lasts 1 hour, during which they must roll a d6 and
subtract the result when making an ability check or
TIHAAR (AGED) saving throw using Constitution, and for the duration
Consumable (substance), advanced
their current and maximum hit points are reduced by
This colorless spirit, favored by Mandalorians, burns 2d6. If this would reduce your maximum hit points
the mouth and throat when consumed. As an action, below 1, it instead becomes 1. At the end of the low,
you can apply this substance to a creature within 5 the creature must make a DC 18 Wisdom saving throw
feet. For the next 10 minutes, the creature experiences to resist addiction.
a high that allows them to roll an additional d8 when
making an ability check or saving throw using TIHAAR (RESERVE)
Constitution, and at the start of each of the creature's Consumable (substance), legendary
turns it gains 2d8 temporary hit points. At the end of This colorless spirit, favored by Mandalorians, burns
the high, the creature must succeed on a DC 20 the mouth and throat when consumed. As an action,
Constitution saving throw or experience a low that you can apply this substance to a creature within 5
lasts 4 hours, during which they must roll a d8 and feet. For the next hour, the creature experiences a high
subtract the result when making an ability check or that allows them to roll an additional d10 when making
saving throw using Constitution, and for the duration an ability check or saving throw using Constitution, and
their current and maximum hit points are reduced by at the start of each of the creature's turns it gains 2d10
2d8. If this would reduce your maximum hit points temporary hit points. At the end of the high, the
below 1, it instead becomes 1. At the end of the low, creature must succeed on a DC 22 Constitution saving
the creature must make a DC 20 Wisdom saving throw throw or experience a low that lasts 4 hours, during
to resist addiction. which they must roll a d10 and subtract the result
when making an ability check or saving throw using
TIHAAR (FINE) Constitution, and for the duration their current and
Consumable (substance), premium
maximum hit points are reduced by 2d10. If this would
This colorless spirit, favored by Mandalorians, burns reduce your maximum hit points below 1, it instead
the mouth and throat when consumed. As an action, becomes 1. At the end of the low, the creature must
you can apply this substance to a creature within 5 make a DC 22 Wisdom saving throw to resist addiction.
feet. For the next minute, the creature experiences a
high that allows them to roll an additional d4 when TIHAAR (SPECIAL)
making an ability check or saving throw using Consumable (substance), artifact
Constitution, and at the start of each of the creature's This colorless spirit, favored by Mandalorians, burns
turns it gains 2d4 temporary hit points. At the end of the mouth and throat when consumed. As an action,
the high, the creature must succeed on a DC 16 you can apply this substance to a creature within 5
Constitution saving throw or experience a low that feet. For the next hour, the creature experiences a high
lasts 1 hour, during which they must roll a d4 and that allows them to roll an additional d12 when making
subtract the result when making an ability check or an ability check or saving throw using Constitution, and
saving throw using Constitution, and for the duration at the start of each of the creature's turns it gains 2d12
their current and maximum hit points are reduced by temporary hit points. At the end of the high, the
2d4. If this would reduce your maximum hit points creature must succeed on a DC 24 Constitution saving
below 1, it instead becomes 1. At the end of the low, throw or experience a low that lasts 8 hours, during
the creature must make a DC 16 Wisdom saving throw which they must roll a d12 and subtract the result
to resist addiction. when making an ability check or saving throw using
Constitution, and for the duration their current and
maximum hit points are reduced by 2d12. If this would
reduce your maximum hit points below 1, it instead
becomes 1. At the end of the low, the creature must
make a DC 24 Wisdom saving throw to resist addiction.
Tsiraki is a blue-colored alcoholic beverage crafted Tsiraki is a blue-colored alcoholic beverage crafted
from fermented salakberries and pickling spices. As an from fermented salakberries and pickling spices. As an
action, you can apply this substance to a creature action, you can apply this substance to a creature
within 5 feet. For the next 10 minutes, the creature within 5 feet. For the next hour, the creature
experiences a high that allows them to roll an experiences a high that allows them to roll an
additional d8 when making an ability check, attack roll, additional d10 when making an ability check, attack
or saving throw using Charisma. At the end of the high, roll, or saving throw using Charisma. At the end of the
the creature must succeed on a DC 20 Constitution high, the creature must succeed on a DC 22
saving throw or experience a low that lasts 4 hours, Constitution saving throw or experience a low that
during which they must roll a d8 and subtract the lasts 4 hours, during which they must roll a d10 and
result when making an ability check, attack roll, or subtract the result when making an ability check,
saving throw using Charisma. At the end of the low, the attack roll, or saving throw using Charisma. At the end
creature must make a DC 20 Wisdom saving throw to of the low, the creature must make a DC 22 Wisdom
resist addiction. saving throw to resist addiction.
TSIRAKI (FINE) TSIRAKI (SPECIAL)
Consumable (substance), premium
Consumable (substance), artifact
Tsiraki is a blue-colored alcoholic beverage crafted Tsiraki is a blue-colored alcoholic beverage crafted
from fermented salakberries and pickling spices. As an from fermented salakberries and pickling spices. As an
action, you can apply this substance to a creature action, you can apply this substance to a creature
within 5 feet. For the next minute, the creature within 5 feet. For the next hour, the creature
experiences a high that allows them to roll an experiences a high that allows them to roll an
additional d4 when making an ability check, attack roll, additional d12 when making an ability check, attack
or saving throw using Charisma. At the end of the high, roll, or saving throw using Charisma. At the end of the
the creature must succeed on a DC 16 Constitution high, the creature must succeed on a DC 24
saving throw or experience a low that lasts 1 hour, Constitution saving throw or experience a low that
during which they must roll a d4 and subtract the lasts 8 hours, during which they must roll a d12 and
result when making an ability check, attack roll, or subtract the result when making an ability check,
saving throw using Charisma. At the end of the low, the attack roll, or saving throw using Charisma. At the end
creature must make a DC 16 Wisdom saving throw to of the low, the creature must make a DC 24 Wisdom
resist addiction. saving throw to resist addiction.
TSIRAKI (MATURED) VAYERBOK (AGED)
Consumable (substance), prototype
Consumable (substance), advanced
Tsiraki is a blue-colored alcoholic beverage crafted Vayerbok is a thick, green, vegetable-based alcoholic
from fermented salakberries and pickling spices. As an beverage typically served hot. As an action, you can
action, you can apply this substance to a creature apply this substance to a creature within 5 feet. For the
within 5 feet. For the next 10 minutes, the creature next 10 minutes, the creature experiences a high that
experiences a high that allows them to roll an allows them to roll an additional d8 when making an
additional d6 when making an ability check, attack roll, ability check, attack roll, or saving throw using Wisdom.
or saving throw using Charisma. At the end of the high, At the end of the high, the creature must succeed on a
the creature must succeed on a DC 18 Constitution DC 20 Constitution saving throw or experience a low
saving throw or experience a low that lasts 1 hour, that lasts 4 hours, during which they must roll a d8 and
during which they must roll a d6 and subtract the subtract the result when making an ability check,
result when making an ability check, attack roll, or attack roll, or saving throw using Wisdom. At the end of
saving throw using Charisma. At the end of the low, the the low, the creature must make a DC 20 Wisdom
creature must make a DC 18 Wisdom saving throw to saving throw to resist addiction.
resist addiction.
Vayerbok is a thick, green, vegetable-based alcoholic Yaladai is a powerful stimulant that grants extreme
beverage typically served hot. As an action, you can clarity, improving relaxation and focus. As an action,
apply this substance to a creature within 5 feet. For the you can apply this substance to a creature within 5
next minute, the creature experiences a high that feet. For the next minute, the creature experiences a
allows them to roll an additional d4 when making an high that increases their current and maximum force
ability check, attack roll, or saving throw using Wisdom. points by 2d4. At the end of the high, the creature
At the end of the high, the creature must succeed on a must succeed on a DC 16 Wisdom saving throw or
DC 16 Constitution saving throw or experience a low experience a low that lasts 1 hour, their current and
that lasts 1 hour, during which they must roll a d4 and maximum force points are reduced by 2d4. At the end
subtract the result when making an ability check, of the low, the creature must make a DC 16
attack roll, or saving throw using Wisdom. At the end of Constitution saving throw to resist addiction.
the low, the creature must make a DC 16 Wisdom
saving throw to resist addiction. YALADAI (HIGH QUALITY)
Consumable (substance), advanced
saving throw to resist addiction. Yaladai is a powerful stimulant that grants extreme
clarity, improving relaxation and focus. As an action,
VAYERBOK (RESERVE) you can apply this substance to a creature within 5
Consumable (substance), legendary
feet. For the next hour, the creature experiences a high
Vayerbok is a thick, green, vegetable-based alcoholic that increases their current and maximum force points
beverage typically served hot. As an action, you can by 2d10. At the end of the high, the creature must
apply this substance to a creature within 5 feet. For the succeed on a DC 22 Wisdom saving throw or
next hour, the creature experiences a high that allows experience a low that lasts 4 hours, their current and
them to roll an additional d10 when making an ability maximum force points are reduced by 2d10. At the end
check, attack roll, or saving throw using Wisdom. At the of the low, the creature must make a DC 22
end of the high, the creature must succeed on a DC 22 Constitution saving throw to resist addiction.
Constitution saving throw or experience a low that
lasts 4 hours, during which they must roll a d10 and YALADAI (PURE)
subtract the result when making an ability check, Consumable (substance), artifact
attack roll, or saving throw using Wisdom. At the end of Yaladai is a powerful stimulant that grants extreme
the low, the creature must make a DC 22 Wisdom clarity, improving relaxation and focus. As an action,
saving throw to resist addiction. you can apply this substance to a creature within 5
feet. For the next hour, the creature experiences a high
VAYERBOK (SPECIAL) that increases their current and maximum force points
Consumable (substance), artifact
by 2d12. At the end of the high, the creature must
Vayerbok is a thick, green, vegetable-based alcoholic succeed on a DC 24 Wisdom saving throw or
beverage typically served hot. As an action, you can experience a low that lasts 8 hours, their current and
apply this substance to a creature within 5 feet. For the maximum force points are reduced by 2d12. At the end
next hour, the creature experiences a high that allows of the low, the creature must make a DC 24
them to roll an additional d12 when making an ability Constitution saving throw to resist addiction.
check, attack roll, or saving throw using Wisdom. At the
end of the high, the creature must succeed on a DC 24
Constitution saving throw or experience a low that
lasts 8 hours, during which they must roll a d12 and
subtract the result when making an ability check,
attack roll, or saving throw using Wisdom. At the end of
the low, the creature must make a DC 24 Wisdom
saving throw to resist addiction.
Yaladai is a powerful stimulant that grants extreme Yarrock is a hallucinogen which is said to instill a
clarity, improving relaxation and focus. As an action, creature with a clear vision of "the meaning of life",
you can apply this substance to a creature within 5 granting a boost to confidence. As an action, you can
feet. For the next 10 minutes, the creature experiences apply this substance to a creature within 5 feet. For the
a high that increases their current and maximum force next hour, the creature experiences a high that allows
points by 2d6. At the end of the high, the creature them to roll an additional d10 when making an ability
must succeed on a DC 18 Wisdom saving throw or check, attack roll, or saving throw using Charisma. At
experience a low that lasts 1 hour, their current and the end of the high, the creature must succeed on a DC
maximum force points are reduced by 2d6. At the end 22 Wisdom saving throw or experience a low that lasts
of the low, the creature must make a DC 18 4 hours, during which they must roll a d10 and subtract
Constitution saving throw to resist addiction. the result when making an ability check, attack roll, or
saving throw using Charisma. At the end of the low, the
YARROCK (FINE) creature must make a DC 22 Constitution saving throw
Consumable (substance), premium
to resist addiction.
Yarrock is a hallucinogen which is said to instill a
creature with a clear vision of "the meaning of life", YARROCK (PURE)
granting a boost to confidence. As an action, you can Consumable (substance), artifact
apply this substance to a creature within 5 feet. For the Yarrock is a hallucinogen which is said to instill a
next minute, the creature experiences a high that creature with a clear vision of "the meaning of life",
allows them to roll an additional d4 when making an granting a boost to confidence. As an action, you can
ability check, attack roll, or saving throw using apply this substance to a creature within 5 feet. For the
Charisma. At the end of the high, the creature must next hour, the creature experiences a high that allows
succeed on a DC 16 Wisdom saving throw or them to roll an additional d12 when making an ability
experience a low that lasts 1 hour, during which they check, attack roll, or saving throw using Charisma. At
must roll a d4 and subtract the result when making an the end of the high, the creature must succeed on a DC
ability check, attack roll, or saving throw using 24 Wisdom saving throw or experience a low that lasts
Charisma. At the end of the low, the creature must 8 hours, during which they must roll a d12 and subtract
make a DC 16 Constitution saving throw to resist the result when making an ability check, attack roll, or
addiction. saving throw using Charisma. At the end of the low, the
creature must make a DC 24 Constitution saving throw
YARROCK (HIGH QUALITY) to resist addiction.
Consumable (substance), advanced
granting a boost to confidence. As an action, you can Yarrock is a hallucinogen which is said to instill a
apply this substance to a creature within 5 feet. For the creature with a clear vision of "the meaning of life",
next 10 minutes, the creature experiences a high that granting a boost to confidence. As an action, you can
allows them to roll an additional d8 when making an apply this substance to a creature within 5 feet. For the
ability check, attack roll, or saving throw using next 10 minutes, the creature experiences a high that
Charisma. At the end of the high, the creature must allows them to roll an additional d6 when making an
succeed on a DC 20 Wisdom saving throw or ability check, attack roll, or saving throw using
experience a low that lasts 4 hours, during which they Charisma. At the end of the high, the creature must
must roll a d8 and subtract the result when making an succeed on a DC 18 Wisdom saving throw or
ability check, attack roll, or saving throw using experience a low that lasts 1 hour, during which they
Charisma. At the end of the low, the creature must must roll a d6 and subtract the result when making an
make a DC 20 Constitution saving throw to resist ability check, attack roll, or saving throw using
addiction. Charisma. At the end of the low, the creature must
make a DC 18 Constitution saving throw to resist
addiction.
of the dice once. You can wait until after you roll the As an action, you can use this teleporter to create a
d20 before deciding to use the spike, but you must pair of linked portals: one portal appears in a space
decide before the GM says whether the check succeeds within 5 feet of you, and the other portal appears in an
or fails. unoccupied space you can see up to 30 feet away.
These portals lasts until the start of your next turn, and
COMPUTER SPIKE (FINE) they are large enough to accommodate Medium and
Consumable (technology), premium
smaller creatures and objects. Portals take the
When you make an Intelligence (slicer's kit) check, you appearance of an elongated, shimmering mirror, and
can use the spike (no action required) to gain looking through a portal, a creature can see through
advantage on the check. You can wait until after you the linked portal as if looking through a window. A
roll the d20 before deciding to use the spike, but you creature or object who passes through a portal
must decide before the GM says whether the check immediately appears in a space within 5 feet of the
succeeds or fails. linked portal.
COMPUTER SPIKE (SUPERIOR)
Consumable (technology), advanced
As an action, you can use this teleporter to create a As an action, you can use this teleporter to create a
pair of linked portals: one portal appears in a space pair of linked portals: one portal appears in a space
within 5 feet of you, and the other portal appears in an within 5 feet of you, and the other portal appears in an
unoccupied space you can see up to 60 feet away. unoccupied space you can see up to 1,000 feet away.
These portals lasts until the start of your next turn, and These portals lasts until the start of your next turn, and
they are large enough to accommodate Medium and they are large enough to accommodate Medium and
smaller creatures and objects. Portals take the smaller creatures and objects. Portals take the
appearance of an elongated, shimmering mirror, and appearance of an elongated, shimmering mirror, and
looking through a portal, a creature can see through looking through a portal, a creature can see through
the linked portal as if looking through a window. A the linked portal as if looking through a window. A
creature or object who passes through a portal creature or object who passes through a portal
immediately appears in a space within 5 feet of the immediately appears in a space within 5 feet of the
linked portal. linked portal.
PORTABLE TELEPORTER MK III REPAIR KIT MK II
Consumable (technology), prototype
Consumable (technology), premium
As an action, you can use this teleporter to create a A repair kit included the basic tools needed to repair a
pair of linked portals: one portal appears in a space droid after being damaged in combat. The kit has three
within 5 feet of you, and the other portal appears in an uses. As an action, you can expend one use of the kit to
unoccupied space you can see up to 90 feet away. restore hit points to a droid or construct within 5 feet.
These portals lasts until the start of your next turn, and The creature rolls two dice equal to the size of their Hit
they are large enough to accommodate Medium and Die and regains hit points equal to the amount rolled +
smaller creatures and objects. Portals take the their Constitution modifier (minimum of one hit point).
appearance of an elongated, shimmering mirror, and If the creature has Hit Dice of different sizes, use
looking through a portal, a creature can see through whichever Hit Die size they have the most of.
the linked portal as if looking through a window. A
creature or object who passes through a portal REPAIR KIT MK III
immediately appears in a space within 5 feet of the Consumable (technology), prototype
linked portal. A repair kit included the basic tools needed to repair a
droid after being damaged in combat. The kit has three
PORTABLE TELEPORTER MK IV uses. As an action, you can expend one use of the kit to
Consumable (technology), advanced
restore hit points to a droid or construct within 5 feet.
As an action, you can use this teleporter to create a The creature rolls three dice equal to the size of their
pair of linked portals: one portal appears in a space Hit Die and regains hit points equal to the amount
within 5 feet of you, and the other portal appears in an rolled + their Constitution modifier (minimum of one
unoccupied space you can see up to 150 feet away. hit point). If the creature has Hit Dice of different sizes,
These portals lasts until the start of your next turn, and use whichever Hit Die size they have the most of.
they are large enough to accommodate Medium and
smaller creatures and objects. Portals take the REPAIR KIT MK IV
appearance of an elongated, shimmering mirror, and Consumable (technology), advanced
looking through a portal, a creature can see through A repair kit included the basic tools needed to repair a
the linked portal as if looking through a window. A droid after being damaged in combat. The kit has three
creature or object who passes through a portal uses. As an action, you can expend one use of the kit to
immediately appears in a space within 5 feet of the restore hit points to a droid or construct within 5 feet.
linked portal. The creature rolls four dice equal to the size of their Hit
Die and regains hit points equal to the amount rolled +
PORTABLE TELEPORTER MK V their Constitution modifier (minimum of one hit point).
Consumable (technology), legendary
If the creature has Hit Dice of different sizes, use
As an action, you can use this teleporter to create a whichever Hit Die size they have the most of.
pair of linked portals: one portal appears in a space
within 5 feet of you, and the other portal appears in an REPAIR KIT MK V
unoccupied space you can see up to 300 feet away. Consumable (technology), legendary
These portals lasts until the start of your next turn, and A repair kit included the basic tools needed to repair a
they are large enough to accommodate Medium and droid after being damaged in combat. The kit has three
smaller creatures and objects. Portals take the uses. As an action, you can expend one use of the kit to
appearance of an elongated, shimmering mirror, and restore hit points to a droid or construct within 5 feet.
looking through a portal, a creature can see through The creature rolls five dice equal to the size of their Hit
the linked portal as if looking through a window. A Die and regains hit points equal to the amount rolled +
creature or object who passes through a portal their Constitution modifier (minimum of one hit point).
immediately appears in a space within 5 feet of the If the creature has Hit Dice of different sizes, use
linked portal. whichever Hit Die size they have the most of.
Strength Enhancement (Basic) Standard As an action, you can activate this augmentation to cast
the infiltrate tech power targeting yourself. Intelligence
Wisdom Enhancement (Basic) Standard is your tech casting ability for this power, and if you
Hidden Compartment Blaster Standard cast it using this augmentation, it does not require
concentration.
Fortitude Enhancer Mk I Premium
Side Effect: While this augmentation is active, your
Integrated Subdermal Armor Premium speed is reduced by 10. Additionally, it fails to activate
Reflex Enhancer Mk I Premium if you are submerged in water or other liquids.
This internal augmentation can be activated to
Will Enhancer Mk I Premium
project a distortion field that bends visual light.
Armament and Defense Library Prototype
ARMAMENT AND DEFENSE LIBRARY
Integrated Subdermal Armor Mk II Prototype
Cybernetic augmentation (enhancement), prototype
Automated Adrenal Package Advanced You gain proficiency in all simple and martial weapons,
all armor, and the Piloting skill. Additionally, when you
Fortitude Enhancer Mk II Advanced
make an Intelligence check to recall or discern
Reflex Enhancer Mk II Advanced information about a weapon, piece of armor, or a
Skills Enhancement Package Advanced military vehicle that this library contains information
on, you are considered proficient in the check.
Will Enhancer Mk II Advanced Side Effect: This aggressively effective library can
Charming Noble Package Legendary make it difficult to focus in stressful situations. You
Daring Acrobat Package Legendary
have disadvantage on Constitution saving throws to
maintain concentration. Additionally, you have
Indomitable Fortress Package Legendary disadvantage on ability checks while concentrating on
Mighty Athlete Package Legendary a power.
This small and unassuming electronic module
Quick Savant Package Legendary
installed in the parietal lobe contains a massive library
Wise Sage Package Legendary of information pertaining to weapons, armor, droids,
Fortitude Enhancer Mk III Artifact and every other defense system known to the galaxy at
large. Even rare or obscure pieces of technology are
Reflex Enhancer Mk III Artifact
described here, offering a unique perspective on the
Will Enhancer Mk III Artifact universe - if you can handle it.
Replacements
Brawny Arm Prosthesis Standard
Celerity Leg Prosthesis Standard
Detachable Eye Standard
Detachable Hand Standard
Hardy Torso Prosthesis Standard
Intuitive Facial Prosthesis Standard
Magnetic Arm Enhancement Standard
Surveillance Implant Standard
Hawkeye Ocular Package Premium
Infiltration Package Premium
Iridonian Grav-Lev Arm Premium
Nighthawk Ocular Implant Premium
Survival and Surveillance Implant Premium
Czerka Variable Claw-Hand Multitool Prototype
High-Grade Cybernetic Arm Prototype
High-Grade Cybernetic Legs Prototype
Prerequisite: Constitution 15
Prerequisite: Charisma 11
Once on your turn, you can activate this implant to Your Charisma score increases by 1, to a maximum of
gain the effects of an adrenal (no action required). This 20.
effect lasts for one minute, or until a different adrenal Side Effect: One ability score other than Charisma
is chosen. You can choose from the following types of (chosen by the GM) decreases by 1.
adrenals:
CHARMING NOBLE PACKAGE
Strength Adrenal: You gain a +1 bonus to the damage Cybernetic augmentation (enhancement), legendary
capacity and the weight you can push, drag, or lift Your Charisma score increases by 1, and your
doubles. If it would already double, it instead triples. maximum for this score increases by 1. Additionally,
Alacrity Adrenal: You gain a +1 bonus to the damage rolls you have advantage on Charisma saving throws.
of ranged weapon attacks, and your speed increases by Side Effect: One ability score (other than Charisma)
10 feet. that is chosen by the DM when this augmentation is
Stamina Adrenal: You gain 2 temporary hit points and a installed decreases by 1.
+2 bonus to Constitution saving throws. This implant drastically increases your force of
Side Effect: You can no longer benefit from other personality.
adrenals.
CONSTITUTION ENHANCEMENT (BASIC)
This clear plasti-polymer implant has an appearance Cybernetic augmentation (enhancement), standard
must be carefully installed by a master cybertech. It Your Constitution score increases by 1, to a maximum
attaches by wrapping around the medulla, and of 20.
produces a variety of combat adrenals for its user's Side Effect: One ability score other than Constitution
consumption. It also performs blood-cleansing work to (chosen by the GM) decreases by 1.
reduce the liver damage (for species that have a liver)
caused by long-term adrenal use. CZERKA VARIABLE CLAW-HAND MULTITOOL
Cybernetic augmentation (replacement), prototype
Prerequisite: Dexterity 15
Prerequisite: Constitution 13
Your Dexterity score increases by 1, and your When you are subjected to an effect that allows you to
maximum for this score increases by 1. Additionally, make a Constitution saving throw to take only half
you have advantage on Dexterity saving throws. damage, you instead take no damage if you succeed on
Side Effect: One ability score other than Dexterity a saving throw, and only half damage if you fail.
(chosen by the GM) decreases by 1. Side Effect: When you fail a Constitution saving
This implant drastically increases your fine motor throw, you treat the damage as if the source had rolled
skills and reaction times. the maximum.
As an action, you can remove or replace this eye. When you are subjected to an effect that allows you to
While removed, the eye sprouts eight small legs, has a make a Strength or Constitution saving throw to take
speed of 15 feet, an AC of 10, and 1 hit point. As an only half damage, you instead take no damage if you
action on each of your turns, you can move the eye up succeed on a saving throw, and only half damage if you
to its speed as long as it is within 30 feet of you. You fail.
can see through both the detached eye and your Side Effect: When you fail a Strength or Constitution
remaining eye at the same time, or you can use your saving throw, you treat the damage as if the source
action to see through only one eye or the other. had rolled the maximum.
Side Effect: While the eye is removed, you have
disadvantage on Intelligence (Investigation) and HARDY TORSO PROSTHESIS
Wisdom (Perception) checks that rely on sight beyond 5 Cybernetic augmentation (replacement), standard
contents out of a container. You can move the hand up This augmentation replaces your eyes.
to its speed each time you use it. You can activate or deactivate this augmentation as a
Side Effect: This hand can no longer wield items that bonus action. While this augmentation is active, you
weigh more than 7 lbs. gain advantage on Wisdom (Perception) checks that
This unique hand replacement is a favored option for rely on sight beyond 30 feet. In conditions of clear
those looking into places they aren't welcome. visibility, you can make out details of even extremely
distant creatures and objects as small as 2 feet across.
DEXTERITY ENHANCEMENT (BASIC) Side Effect: While this augmentation is active, you
Cybernetic augmentation (enhancement), standard
have disadvantage on Wisdom (Perception) and
Prerequisite: Dexterity 11
Intelligence (Investigation) checks within 30 feet that
Your Dexterity score increases by 1, to a maximum of rely on sight.
20. This eye replacement features integrated
Side Effect: One ability score other than Dexterity macrobinoculars, granting improved ability to see
(chosen by the GM) decreases by 1. further away.
FORTITUDE ENHANCER MK I
Cybernetic augmentation (enhancement), premium
Prerequisite: Strength 13
This implant includes a small hidden blaster that is This augmentation replaces a hand.
completely shielded and hidden from unenhanced This implant appears to be a standard cybernetic
investigation. You cannot use this hidden blaster until mechanical arm, but conceals a security kit and a
it is revealed. As a bonus action, you can reveal this slicer's kit. Additionally, you can also use an action to
weapon and make a single ranged weapon attack with cast release at 2nd level without expending tech points
it. You have proficiency with this weapon for this or use of a tech focus. Intelligence is your techcasting
attack. It deals 1d4 energy damage on a hit, has a ability for this power. Once you've done so, you can't
range of 20/60, and the light and reload 4 properties. do so again until you complete a long rest.
Side Effect: Reloading this weapon takes longer than Side Effect: This hand can no longer wield items that
usual. You can reload and re-conceal this weapon over weigh more than 7 lbs.
one hour, which can be done during a short rest. This This fully cybernetic hand replacement contains a
hidden compartment can only fit the specific blaster hidden array of infiltration tools optimized for
with which it is paired. defeating a wide variety of security barriers.
This augmentation hides a weapon in its wearer's
forearm that is almost completely undetectable by INTEGRATED SUBDERMAL ARMOR
modern sensors. Cybernetic augmentation (enhancement), premium
Side Effect: You have disadvantage on melee When you aren't wearing armor, your AC becomes 14 +
weapon attacks and ability checks using Dexterity that your Dexterity modifier.
involve this arm. Side Effect: Each time you take damage while you
This arm replacement features enhanced strength. aren't wearing armor, your speed decreases by 5 feet
until the start of your next turn.
HIGH-GRADE CYBERNETIC LEGS This implant reinforces your skin with a high-
Cybernetic augmentation (replacement), prototype
strength cortosis reinforcement, making you very
Prerequisite: Constitution 13
difficult to damage.
This augmentation replaces both legs.
You gain advantage on Strength ability checks and INTELLIGENCE ENHANCEMENT (BASIC)
Strength saving throws, you can make a running long Cybernetic augmentation (enhancement), standard
jump or a running high jump after moving only 5 feet Prerequisite: Intelligence 11
on foot, rather than 10 feet, and your speed increases Your Intelligence score increases by 1, to a maximum
by 10 feet. of 20.
Side Effect: Your powerful legs have difficulty Side Effect: One ability score other than Intelligence
moving quietly. You have disadvantage on Dexterity (chosen by the GM) decreases by 1.
(Stealth) checks that rely on moving silently.
INTUITIVE FACIAL PROSTHESIS
This mechanical leg replacement increases speed Cybernetic augmentation (replacement), standard
Prerequisite: Constitution 13
Prerequisite: Intelligence 13
datapad or commlink, it is immediately disabled. Your Intelligence score increases by 1, and your
This cybernetic arm replacement increases a user's maximum for this score increases by 1. Additionally,
physical strength and can be overloaded to release a you have advantage on Intelligence saving throws.
unique field resonance discharge that is particularly Side Effect: One ability score other than Intelligence
effective against containment fields and makes holding (chosen by the GM) decreases by 1.
on to hydrospanners a breeze. This implant drastically increases your mental
capacities.
MAGNETIC FOREARM ENHANCEMENT
Cybernetic augmentation (replacement), standard
REFLEX ENHANCER MK I
This augmentation replaces a forearm. Cybernetic augmentation (enhancement), premium
Unarmed strikes with this hand have the reach Prerequisite: Intelligence 13
Prerequisite: Constitution 13
When you are subjected to an effect that allows you to
This augmentation replaces your eyes. make a Dexterity saving throw to take only half
You can activate or deactivate this implant as a damage, you instead take no damage if you succeed on
bonus action. While active, you have truesight to a a saving throw, and only half damage if you fail.
range of 30 feet. Side Effect: When you fail a Dexterity saving throw,
Side Effect: While active, you have disadvantage on you treat the damage as if the source had rolled the
Wisdom (Perception) checks beyond 30 feet. maximum.
This augmentation is a large, boxy eye replacement REFLEX ENHANCER MK III
that covers both eyes with digital optic feeds and high Cybernetic augmentation (enhancement), artifact
MIGHTY ATHLETE PACKAGE When you are subjected to an effect that allows you to
Cybernetic augmentation (enhancement), legendary
make a Dexterity or Intelligence saving throw to take
Prerequisite: Strength 15
only half damage, you instead take no damage if you
Your Strength score increases by 1, and your maximum succeed on a saving throw, and only half damage if you
for this score increases by 1. Additionally, you have fail.
advantage on Strength saving throws. Side Effect: When you fail a Dexterity or Intelligence
Side Effect: One ability score other than Strength saving throw, you treat the damage as if the source
(chosen by the GM) decreases by 1. had rolled the maximum.
This implant drastically increases your physical
capacities.
Prerequisite: Intelligence 15
Prerequisite: Intelligence 15
When you make an ability check using a skill you are This augmentation replaces your eyes and face.
proficient in, you can roll a d4 and add the result to This implant contains several improved tools for
your total. long-term survival and reconnaissance. As a bonus
Side Effect: When you make an ability check using a action, you can activate one of the below modes that
skill you are not proficient in, you must roll a d4 and enable you to use several of these tools at once. Only
subtract the result from the total. one mode can be active at a time.
This implant includes a library of situational
information that it injects directly into your Communications Mode: This communications suite
consciousness. includes a headcomm with a scrambler that
automatically encodes messages sent to a specified
STRENGTH ENHANCEMENT (BASIC) recipient commlink or receiver. While this mode is
Cybernetic augmentation (enhancement), standard
active, you cannot be deafened. Additionally, if you
Prerequisite: Strength 11
listen to any spoken language for 10 minutes, the
Your Strength score increases by 1, to a maximum of software in this package will begin to attempt to
20. decipher it. Make an Intelligence (Lore) check, DC
Side Effect: One ability score other than Strength determined by the GM depending on the rarity of the
(chosen by the GM) decreases by 1. language. On a success, you can understand the spoken
SURVEILLANCE IMPLANT form of this language, and speak it if your species' vocal
Cybernetic augmentation (replacement), standard
capabilities allow for it.
This augmentation replaces your face. Interceptor Mode: This is a jamming and electronic
This implant includes a headcomm with a scrambler warfare suite that includes a comm jammer, a holotrace
that automatically encodes messages sent to a device and pocket scrambler. Additionally, you can
specified recipient commlink or receiver. attempt to listen in on nearby audio communications
Side Effect: You can not use portable personal chatter such as from a comlink or holocomm as an
devices used for communication or jamming, such as a action. Make an Intelligence (Technology) check, DC
commlink or holotrace device, due to interference with determined by the GM depending on the sophistication
this implant. of the technology. On a success, you can hear electronic
This augmentation appears as a crescent around one communications originating from within 100 feet.
eye paired with two small dots above the eyebrow. Respirator Mode: This includes a basic respirator that
grants advantage on saving throws made to avoid being
SURVIVAL AND SURVEILLANCE IMPLANT poisoned and resistance to poison damage. Additionally,
Cybernetic augmentation (replacement), premium
you do not need air to breathe, allowing you to survive
Prerequisite: Intelligence 13
even in vacuum for up to 1 hour.
This augmentation replaces your eyes and face.
This implant contains several tools for long-term Side Effect: This complex interface causes significant
survival and reconnaissance. As a bonus action, you interference with other communication devices,
can activate one of the below modes that enable you rendering them impossible to use. While this implant is
to use several of these tools at once. Only one mode installed, you can not use any portable device used for
can be active at a time. communication or jamming, such as a commlink or
holotrace device.
Communications Mode: This communications suite This sleek, stark white device adorned with a small
includes a headcomm with a scrambler that antenna attaches to the back of the otherwise bulky S3
automatically encodes messages sent to a specified module.
recipient commlink or receiver. While this mode is
WILL ENHANCER MK I
active, you cannot be deafened.
Cybernetic augmentation (enhancement), premium
Prerequisite: Wisdom 13
Prerequisite: Wisdom 11
Prerequisite: Wisdom 15
Medic Standard You know the detect enhancement and toxin scan tech
powers. You can cast each power once per day.
Power Supply Port Standard Intelligence is your techcasting ability for these powers.
Reinforced Chassis Standard You do not require use of a wristpad for these powers.
Repulsor Lifts (Basic) Standard BLASTER INTEGRATION
Resourceful Drive Standard Droid customization (part), standard
Requires attunement
While you are interfaced via the tracker droid interface
When you are subjected to an effect that allows you to tech power, when you are within 5 feet of a target,
make a Strength saving throw to take only half your handler does not provoke opportunity attacks
damage, you instead take no damage if you succeed on when moving out of that creature's reach.
a saving throw, and only half damage if you fail.
INTERFACED HEALING PROTOCOL
FORTITUDE PROTOCOL MK II Droid customization (protocol), standard
FORTITUDE PROTOCOL MK III While you are interfaced via the tracker droid interface
Droid customization (protocol), artifact
tech power, when your handler makes a Wisdom
Requires attunement
(Survival) check to track a target, and you are also
When you are subjected to an effect that allows you to tracking that target, your handler gains advantage on
make a Strength or Constitution saving throw to take the check. If they already have advantage, they can
only half damage, you instead take no damage if you instead reroll one of the dice once.
succeed on a saving throw, and only half damage if you
fail. LEG REINFORCEMENTS
Droid customization (part), standard
FOUR-ARMED COMBATANT When you make a long jump, you can cover a number
Droid customization (part), standard
of feet up to twice your Strength score. When you
Prerequisite: Class IV droid
make a high jump, you can leap a number of feet up
You install two additional arms which you can use into the air equal to 3 + twice your Strength modifier.
independently of one another. You can only gain the
benefit of items held by two of your arms at any given MANIPULATOR UPGRADE
time, and once per round you can switch which arms Droid customization (part), standard
your are benefiting from (no action required). Prerequisite: Class II droid
While you have at least 3 arms free, you have a You lose the Undersized special trait.
climbing speed equal to your walking speed. MECHANIC
HUMANOID REPLICANT Droid customization (part), standard
As an action, you can activate the medical kit, choosing Requires attunement
one of the following options: When you are subjected to an effect that allows you to
make a Dexterity or Intelligence saving throw to take
You can stabilize a creature within 5 feet of you that only half damage, you instead take no damage if you
has 0 hit points, without needing to make a Wisdom succeed on a saving throw, and only half damage if you
(Medicine) check. fail.
You can restore 1d4+1 hit points to a creature within 5
feet. REINFORCED CHASSIS
You can cure a target of one poison affecting them or Droid customization (part), standard
to give them advantage on saving throws against You've reinforced your chassis. When you don't have
poison for 1 hour. armor integrated, your AC is 13 + your Dexterity
modifier.
This medical kit has no effect on droids or
constructs. You can use each feature once. You regain REPULSOR LIFTS (BASIC)
all expended uses when you complete a long rest. Droid customization (part), standard
This part equips the droid with a compact medical Repulsor lifts are a form of rocket propulsion affixed to
kit. the lower part of a droid's chassis. Activating or
deactivating the repulsors requires a bonus action and,
MIGHTY BUILD while active, you have a flying speed of 25 feet. The
Droid customization (part), premium
repulsor lifts last for 1 minute. Once they've been used,
Prerequisite: Class V droid
they can't be used again until an hour has passed.
Your carrying capacity and the weight you can push,
drag, or lift doubles. If it would already double, it REPULSOR LIFTS (CHAMPION)
instead triples. Droid customization (part), artifact
generator. Alternatively, you can directly connect to Repulsor lifts are a form of rocket propulsion affixed to
and power a single blaster weapon that uses power the lower part of a droid's chassis. Activating or
cells or power generators. Once per turn, if the deactivating the repulsors requires a bonus action and,
powered weapon would be reloaded, it can be done while active, you have a flying speed of 45 feet. The
without using an action, instead expending 10 minutes repulsor lifts last for 1 minute. Once they've been used,
of your charging capacity if it uses power cells or 1 they can't be used again until an hour has passed.
hour if it uses a power generator. Connecting or
REPULSOR LIFTS (FINE)
disconnecting a weapon takes an action.
Droid customization (part), premium
If you attempt to replenish an enhanced power cell Repulsor lifts are a form of rocket propulsion affixed to
or power generator, or a specialized power cell, it loses
the lower part of a droid's chassis. Activating or
its enhanced or specialized properties. deactivating the repulsors requires a bonus action and,
REFLEX PROTOCOL MK I while active, you have a flying speed of 30 feet. The
Droid customization (protocol), premium
repulsor lifts last for 1 minute. Once they've been used,
Requires attunement
they can't be used again until an hour has passed.
When you are subjected to an effect that allows you to
REPULSOR LIFTS (IMPROVED)
make a Intelligence saving throw to take only half
Droid customization (part), prototype
Repulsor lifts are a form of rocket propulsion affixed to A vocoder is an adjustment to a droid's speech center.
the lower part of a droid's chassis. Activating or The vocoder includes five languages, and grants the
deactivating the repulsors requires a bonus action and, droid the ability to speak, read, and write each
while active, you have a flying speed of 40 feet. The language. The languages can be changed out while
repulsor lifts last for 1 minute. Once they've been used, interfaced with a protocol droid or appropriate
they can't be used again until an hour has passed. computer.
RESOURCEFUL DRIVE VOCODER (CHAMPION)
Droid customization (part), standard
Droid customization (part), artifact
You learn the alarm tech power. You can cast it once, A vocoder is an adjustment to a droid's speech center.
without the use of a wristpad and without spending The vocoder includes 80 languages, and grants the
tech points, and you regain the ability to do so when droid the ability to speak, read, and write each
you finish a long rest. Intelligence is your techcasting language. The languages can be changed out while
ability for this power. interfaced with a protocol droid or appropriate
This part equips a droid with a small rotating sensory computer.
dish.
VOCODER (FINE)
SHOCK ARM Droid customization (part), premium
This small robotic appendage has a fork-like prod A vocoder is an adjustment to a droid's speech center.
from that can release a substantial electrical discharge. The vocoder includes 20 languages, and grants the
droid the ability to speak, read, and write each
TOOL INTEGRATION language. The languages can be changed out while
Droid customization (part), standard
interfaced with a protocol droid or appropriate
One tool of your choice in which you are proficient is computer.
integrated into your chassis.
VOCODER (SUPERIOR)
UNCANNINESS MOTIVATOR Droid customization (part), advanced
Requires attunement
Requires attunement
Requires attunement
Focus Generator Chassis (Advanced) Advanced This modifiable focus generator chassis comes with
Focus Generator Chassis (Legendary) Legendary
vacant modification slots for focus generator
modifications, as well as two augment slots. It can
Focus Generator Chassis (Artifact) Artifact house modifications of artifact rarity or lower.
Tech
FOCUS GENERATOR CHASSIS (LEGENDARY)
Wristpad Chassis (Standard) Standard Focus (force), legendary
Requires attunement
Wristpad Chassis (Legendary) Legendary This modifiable focus generator chassis comes with
Wristpad Chassis (Artifact) Artifact vacant modification slots for focus generator
modifications. It can house modifications of premium
FOCUS GENERATOR (FINE) rarity or lower.
Focus (focus), premium
Requires attunement
FOCUS GENERATOR CHASSIS (PROTOTYPE)
You gain a +1 bonus to the force attack rolls for force Focus (force), prototype
Requires attunement
Requires attunement
You gain a +1 bonus to the tech attack rolls for tech This modifiable wristpad chassis comes with vacant
powers you cast through this wristpad. modification slots for wristpad modifications, as well as
two augment slots. It can house modifications of
WRISTPAD (IMPROVED) legendary rarity or lower.
Focus (tech), prototype
Requires attunement
WRISTPAD CHASSIS (PREMIUM)
You gain a +2 bonus to the tech attack rolls for tech Focus (tech), premium
powers you cast through this wristpad. Requires attunement
You gain a +3 bonus to the tech attack rolls for tech WRISTPAD CHASSIS (PROTOTYPE)
powers you cast through this wristpad. Focus (tech), prototype
Requires attunement
WRISTPAD CHASSIS (ADVANCED) This modifiable wristpad chassis comes with vacant
Focus (tech), advanced
modification slots for wristpad modifications, as well as
Requires attunement
one augment slot. It can house modifications of
This modifiable wristpad chassis comes with vacant prototype rarity or lower.
modification slots for wristpad modifications, as well as
one augment slot. It can house modifications of WRISTPAD CHASSIS (STANDARD)
advanced rarity or lower. Focus (tech), standard
Requires attunement
WRISTPAD CHASSIS (ARTIFACT) This modifiable wristpad chassis comes with vacant
Focus (tech), artifact
modification slots for wristpad modifications. It can
Requires attunement
house modifications of standard rarity.
This modifiable wristpad chassis comes with vacant
modification slots for wristpad modifications, as well as
two augment slots. It can house modifications of
artifact rarity or lower.
Charging Reinforcement Mk II Advanced This armor or shield gains the absorptive 1 property. If
Fadecasting Overlay (Adept) Advanced it already has the absorptive property, its absorptive
property increases by 1, to a maximum of 3.
Fadecasting Underlay Mk IV Advanced
Hydraulic Equalizer Mk IV Advanced
ABSORPTIVE REINFORCEMENT MK II
Item modification (armor), advanced
Insulated Reinforcement (Superior) Advanced This armor or shield gains the absorptive 2 property. If
Interlocking Shielding Mk II Advanced it already has the absorptive property, its absorptive
number increases by 2, to a maximum of 3.
Magnetized Shield (Superior) Advanced
Overlay Amplifier (Adept) Advanced ABSORPTIVE REINFORCEMENT MK III
Item modification (armor), artifact
Prerequisite: Armor
Rendcasting Underlay Mk IV Advanced This armor gains the agile 11 property. If it already has
Responsive Shielding Mk II Advanced the agile property, its agile number increases by one
Spiked Shielding Mk II Advanced step (from 11 to 13, 13 to 15, 15 to 17, 17 to 19, or 19
to 21).
Underlay Amplifier Mk IV Advanced
Underlay Rangefinder Mk IV Advanced
AGILE ARMORING MK II
Item modification (armor), premium
Withercasting Underlay Mk IV Advanced This armor gains the agile 13 property. If it already has
the agile property, its agile number increases by two
Withercasting Overlay (Adept) Advanced
steps (from 11 to 15, 13 to 17, 15 to 19, or 17 to 21).
Agile Armoring Mk V Legendary
AGILE ARMORING MK III
Cortosis Weave (Exceptional) Legendary
Item modification (armor), prototype
Gauntlet Armoring Mk III Legendary This armor gains the agile 15 property. If it already has
the agile property, its agile number increases by three
Hydraulic Equalizer Mk V Legendary
steps (from 11 to 17, 13 to 19, or 15 to 21).
Insulated Reinforcement (Exceptional) Legendary
AGILE ARMORING MK IV
Magnetized Shield (Exceptional) Legendary Item modification (armor), advanced
Absorptive Reinforcement Mk III Artifact This armor gains the agile 17 property. If it already has
the agile property, its agile number increases by four
Agile Armoring Mk VI Artifact steps (from 11 to 19 or 13 to 21).
Avoidant Reinforcement Mk III Artifact
AGILE ARMORING MK V
Barbed Armoring Mk III Artifact Item modification (armor), legendary
Prerequisite: Armor
Prerequisite: Armor
This armor gains the agile 21 property. If it already has This armor gains the barbed (1d8) property. If it
the agile property, its agile number increases to 21. already has the barbed property, the barbed damage
increases to d8.
ARTIFICIALLY INTELLIGENT
Item modification (armor), prototype
BIOENHANCEMENT MATRIX MK I
Prerequisite: Armor
Item modification (armor), premium
You install an artificial intelligence into this armor. Your hit point maximum increases by an amount equal
While wearing this armor, when you make an ability to your level, and it increases by 1 every time you gain
check, this armor's artificial intelligence can take the a level.
Help action.
You can use this feature twice. You regain all BIOENHANCEMENT MATRIX MK II
expended uses when you complete a short or long Item modification (armor), advanced
This armor or shield gains the avoidant 1 property. If it BIOENHANCEMENT MATRIX MK III
already has the avoidant property, its avoidant Item modification (armor), artifact
property increases by 1, to a maximum of 3. Your hit point maximum increases by an amount equal
to three times your level, and it increases by 3 every
AVOIDANT REINFORCEMENT MK II time you gain a level.
Item modification (armor), advanced
This shield loses the imbalanced property. You gain a +2 bonus to AC against melee attacks while
wearing this armor or wielding this shield.
BALLISTIC POLYMER
Item modification (armor), prototype
BONDED PLATES MK IV
While you have temporary hit points, kinetic and Item modification (armor), advanced
energy damage you take is reduced by an amount You gain a +3 bonus to AC against melee attacks while
equal to half your proficiency bonus (rounded up). wearing this armor or wielding this shield.
While you have temporary hit points, kinetic and This armor or shield gains the charging 1 property. If it
energy damage you take is reduced by an amount already has the charging property, its charging
equal to your proficiency bonus. property increases by 1, to a maximum of 3.
Prerequisite: Armor
This armor or shield gains the charging 2 property. If it
This armor gains the barbed (1d4) property. If it already has the charging property, its charging number
already has the barbed property, the barbed damage increases by 2, to a maximum of 3.
increases by one step (from d4 to d6, or from d6 to d8). CHARGING REINFORCEMENT MK III
BARBED ARMORING MK II Item modification (armor), artifact
This armor can collapse into a case for easy storage. While using this item as your focus, you gain a +2
When transformed this way the armor is bonus to the force save DC of powers that require a
indistinguishable from a normal case and weighs 1/3 Strength or Constitution saving throw.
its normal weight. As an action you can don or doff the
armor, allowing it to transform as needed. FADECASTING OVERLAY (NOVICE)
Item modification (armor), standard
CONCEALING SHIELDING While using this item as your focus, you gain a +1
Item modification (armor), premium
bonus to the force save DC of powers that require a
Prerequiste: Shield
Strength or Constitution saving throw and a -1 penalty
This shield gains the concealing property. to the force save DC of powers that require a Dexterity
or Intelligence saving throw.
CONVENIENCE REINFORCEMENT
Item modification (armor), premium
FADECASTING UNDERLAY MK I
This armor or shield loses the cumbersome property. Item modification (armor), standard
is doubled, to a maximum of 6. While using this item as your focus, you gain a +1
bonus to the tech save DC of powers that require a
CORTOSIS WEAVE (EXCEPTIONAL) Strength or Constitution saving throw.
Item modification (armor), legendary
This armor or shield gains the absorptive 2 property. If FADECASTING UNDERLAY MK III
it already has the absorptive property, its absorptive Item modification (armor), prototype
property increases by 2, to a maximum of 3. While using this item as your focus, you gain a +2
Additionally, when taking energy damage from a bonus to the tech save DC of powers that require a
lightweapon, this armor or shield's absorptive number Strength or Constitution saving throw.
is doubled, to a maximum of 6.
FADECASTING UNDERLAY MK IV
DARKVISION VISOR Item modification (armor), advanced
While using this item as your focus, you gain a +1 This armor gains the gauntleted (1d8) property. If it
bonus to the force save DC of powers that require a already has the gauntleted property, the gauntleted
Strength or Constitution saving throw. damage increases to d8.
Prerequisite: Armor
This armor or shield's strength number is reduced by
This armor gains an integrated grappling harpoon set four steps (from 21 to 13 or 19 to 11). If the strength
into your gauntlet. With this harpoon, you can make a number is 17 or lower, this modification removes the
ranged weapon attack with a range of 30/60. On a hit, strength property from it entirely.
it deals 1d6 kinetic damage. This attack can target a
surface, object, or creature. HYDRAULIC EQUALIZER MK V
A creature struck by this attack is impaled by the Item modification (armor), legendary
harpoon. As an action, a creature can attempt to This armor or shield's strength number is reduced by
remove the harpoon. Removing the harpoon requires a five steps (from 21 to 11). If the strength number is 19
DC 15 Strength check. While the harpoon is stuck in the or lower, this modification removes the strength
target, you are connected to the target by a 60 foot property from it entirely.
cable. HYDRAULIC EQUALIZER MK VI
While the harpoon is deployed, you can use your Item modification (armor), artifact
bonus action to activate the reel, pulling yourself to the This armor or shield loses the strength property.
location if the target is larger than you. A creature or
object your size or smaller is pulled to you. IMPERMEABLE ARMORING
Alternatively, you can opt to release the cable (no Item modification (armor), standard
Once you've used this feature, you can't use it again This armor gains the impermeable property.
until you recover and reinsert the harpoon as an
action. INCONSPICUOUS SHIELDING
Item modification (armor), standard
You enhance this armor, making it difficult to move. As INSULATED REINFORCEMENT (BASIC)
a bonus action, you can anchor or deanchor your feet Item modification (armor), standard
to the ground. While anchored, your speed is 0, you This armor or shield gains the insulated 5 property. If it
have advantage on Strength checks and Strength already has the insulated property, its insulated
saving throws, and your carrying capacity and the number increases by 1, to a maximum of 10.
weight you can push, drag, or lift doubles. If it would
INSULATED REINFORCEMENT (FINE)
already double, it instead triples.
Item modification (armor), premium
HYDRAULIC EQUALIZER MK III This armor or shield gains the insulated 10 property. If
Item modification (armor), prototype
Prerequisite: Armor
Prerequisite: Physical shield
This armor has a jetpack built in. Activating or This shield gains the magnetic 15 property. If it already
deactivating the jetpack requires a bonus action and, has the magnetic property, its magnetic number
while active, you have a flying speed of 30 feet. The increases by 3, to a maximum of 18.
jetpack last for 1 minute per power cell (to a maximum
of 10 minutes) and can be recharged by a power MAGNETIZED SHIELD (SUPERIOR)
source or replacing the power cells. Item modification (armor), advanced
Prerequisite: Armor
Prerequiste: Shield
OBSCURED ARMORING
This shield gains the interlocking 2 property. If it Item modification (armor), premium
Prerequiste: Shield
Prerequisite: Armor
This shield gains the interlocking 3 property. If it Your movement speed increases by 5 feet.
already has the interlocking property, its interlocking
OVERLAY AMPLIFIER (ADEPT)
number increases to 3. Item modification (armor), advanced
LAMBENT SHIELDING While using this item as your focus, you gain a +3
Item modification (armor), standard
bonus to melee force attacks.
This shield gains the lambent property.
OVERLAY AMPLIFIER (APPRENTICE)
LIGHTWEIGHT REINFORCEMENT Item modification (armor), premium
MAGNETIZED SHIELD (CHAMPION) While using this item as your focus, you gain a +1
Item modification (armor), artifact
bonus to melee force attacks and a -1 penalty to
Prerequisite: Physical shield
ranged force attacks.
This shield gains the magnetic 18 property. If it already OVERLAY RANGEFINDER (ADEPT)
has the magnetic property, its magnetic number Item modification (armor), advanced
increases to 18. While using this item as your focus, you gain a +3
MAGNETIZED SHIELD (EXCEPTIONAL) bonus to ranged force attacks.
Item modification (armor), legendary
OVERLAY RANGEFINDER (APPRENTICE)
Prerequisite: Physical shield
This shield gains the magnetic 17 property. If it already While using this item as your focus, you gain a +1
has the magnetic property, its magnetic number bonus to ranged force attacks.
increases by 5, to a maximum of 18.
OVERLAY RANGEFINDER (JOURNEYMAN)
MAGNETIZED SHIELD (FINE) Item modification (armor), prototype
While using this item as your focus, you gain a +1 Prerequisite: Armor
bonus to ranged force attacks and a -1 penalty to This armor gains the reactive 1 property. If it already
melee force attacks. has the reactive property, its reactive number
increases by 1, to a maximum of 3.
OVERLOAD SHIELD
Item modification (armor), standard
REACTIVE ARMORING MK II
Prerequisite: Shield generator
Item modification (armor), advanced
action you can overload this shield. Each Large or This armor gains the reactive 2 property. If it already
smaller creature within 5 feet of you must make a DC has the reactive property, its reactive number
13 Dexterity or Strength saving throw (their choice). On increases by 2, to a maximum of 3.
a failed save, they are pushed back 5 feet and knocked
prone. REACTIVE ARMORING MK III
You can use this feature twice. You regain all Item modification (armor), artifact
Prerequisite: Armor
REGULATED REINFORCEMENT
This armor gains the powered 11 property. If it already Item modification (armor), premium
has the powered property, its powered number This armor or shield gains the regulated property.
increases by one step (from 11 to 13, 13 to 15, 15 to 17, REINFORCED ARMORING
17 to 19, or 19 to 21). Item modification (armor), standard
has the powered property, its powered number You gain a +1 bonus to AC against ranged attacks and a
increases by two steps (from 11 to 15, 13 to 17, 15 to -1 penalty to AC against melee attacks while wearing
19, or 17 to 21). this armor or wielding this shield.
POWERED ARMORING MK III REINFORCED UNDERLAY (FINE)
Item modification (armor), prototype
Item modification (armor), premium
Prerequisite: Armor
You gain a +1 bonus to AC against ranged attacks while
This armor gains the powered 15 property. If it already wearing this armor or wielding this shield.
has the powered property, its powered number
increases by three steps (from 11 to 17, 13 to 19, or 15 REINFORCED UNDERLAY (IMPROVED)
to 21). Item modification (armor), prototype
Prerequisite: Armor
REINFORCED UNDERLAY (SUPERIOR)
This armor gains the powered 17 property. If it already Item modification (armor), advanced
has the powered property, its powered number You gain a +3 bonus to AC against ranged attacks while
increases by four steps (from 11 to 19 or 13 to 21). wearing this armor or wielding this shield.
POWERED ARMORING MK V RENDCASTING OVERLAY (ADEPT)
Item modification (armor), legendary
Item modification (armor), advanced
Prerequisite: Armor
While using this item as your focus, you gain a +3
This armor gains the powered 19 property. If it already bonus to the force save DC of powers that require a
has the powered property, its powered number Dexterity or Intelligence saving throw.
increases by five steps (from 11 to 21).
RENDCASTING OVERLAY (APPRENTICE)
POWERED ARMORING MK VI Item modification (armor), premium
While using this item as your focus, you gain a +1 Prerequisite: Physical shield
bonus to the force save DC of powers that require a This shield gains the anchor property.
Dexterity or Intelligence saving throw and a -1 penalty
to the force save DC of powers that require a Wisdom SILENT ARMORING
or Charisma saving throw. Item modification (armor), premium
Prerequisite: Armor
While using this item as your focus, you gain a +1 SPIKED SHIELDING
bonus to the tech save DC of powers that require a Item modification (armor), premium
While using this item as your focus, you gain a +2 SPIKED SHIELDING MK III
bonus to the tech save DC of powers that require a Item modification (armor), artifact
This shield gains the responsive 1 property. If it already While using this item as your focus, you gain a +1
has the responsive property, its responsive number bonus to melee tech attacks and a -1 penalty to ranged
increases by 1, to a maximum of 3. tech attacks.
Prerequiste: Shield
While using this item as your focus, you gain a +1
This shield gains the responsive 2 property. If it already bonus to melee tech attacks.
has the responsive property, its responsive number UNDERLAY AMPLIFIER MK III
increases by 2, to a maximum of 3. Item modification (armor), prototype
RESPONSIVE SHIELDING MK III While using this item as your focus, you gain a +2
Item modification (armor), artifact
bonus to melee tech attacks.
Prerequiste: Shield
UNDERLAY AMPLIFIER MK IV
This shield gains the responsive 3 property. If it already Item modification (armor), advanced
has the responsive property, its responsive number While using this item as your focus, you gain a +3
increases to 3.
bonus to melee tech attacks.
SHIELD AMPLIFIER UNDERLAY RANGEFINDER MK I
Item modification (armor), standard
Item modification (armor), standard
expended uses when you complete a short or long While using this item as your focus, you gain a +1
rest. bonus to ranged tech attacks.
While using this item as your focus, you gain a +2 While using this item as your focus, you gain a +1
bonus to ranged tech attacks. bonus to the force save DC of powers that require a
Wisdom or Charisma saving throw and a -1 penalty to
UNDERLAY RANGEFINDER MK IV the force save DC of powers that require a Strength or
Item modification (armor), advanced
Constitution saving throw.
While using this item as your focus, you gain a +3
bonus to ranged tech attacks. WITHERCASTING UNDERLAY MK I
Item modification (armor), standard
VERSATILE SHIELDING While using this item as your focus, you gain a +1
Item modification (armor), premium
bonus to the tech save DC of powers that require a
Prerequiste: Shield
Wisdom or Charisma saving throw and a -1 penalty to
This shield gains the versatile 1 property. If it already the tech save DC of powers that require a Strength or
has the versatile property, its versatile number Constitution saving throw.
increases by 1, to a maximum of 3.
WITHERCASTING UNDERLAY MK II
VERSATILE SHIELDING MK II Item modification (armor), premium
VERSATILE SHIELDING MK III While using this item as your focus, you gain a +2
Item modification (armor), artifact
bonus to the tech save DC of powers that require a
Prerequiste: Shield
Wisdom or Charisma saving throw.
This shield gains the versatile 3 property. If it already
has the versatile property, its versatile number WITHERCASTING UNDERLAY MK IV
increases to 3. Item modification (armor), advanced
Prerequisite: Armor
Berserker Offensive Augment Prototype You learn an additional Berserker Instinct option.
Charisma Augment (Improved) Prototype BERSERKER OFFENSIVE AUGMENT
Constitution Augment (Improved) Prototype Item modification (augment), prototype
Consular Defensive Augment Prototype Your Rage damage bonus increases by 1, and when
Consular Offensive Augment Prototype you score a critical hit, you can roll one additional
weapon damage die and add the result to the total.
Dexterity Augment (Improved) Prototype
Engineer Defensive Augment Prototype CHARISMA AUGMENT (BASIC)
Item modification (augment), standard
Operative Defensive Augment Prototype Your Charisma score increases by 2, and your
Operative Offensive Augment Prototype maximum for this score increases by 1.
Scholar Defensive Augment Prototype CHARISMA AUGMENT (FINE)
Scholar Offensive Augment Prototype
Item modification (augment), premium
Sentinel Defensive Augment Prototype Your Charisma score increases by 1, and your
Sentinel Offensive Augment Prototype maximum for this score increases by 1. One ability
score other than Charisma (chosen by the GM)
Strength Augment (Improved) Prototype
decreases by 1.
Wisdom Augment (Improved) Prototype
CHARISMA AUGMENT (SUPERIOR)
Charisma Augment (Superior) Advanced
Item modification (augment), advanced
Constitution Augment (Superior) Advanced Your Charisma score increases by 1, and your
Dexterity Augment (Superior) Advanced maximum for this score increases by 1.
Intelligence Augment (Superior) Advanced CONSTITUTION AUGMENT (BASIC)
Strength Augment (Superior) Advanced Item modification (augment), standard
Your Constitution score increases by 2, and your Prerequisite: At least 3 levels in engineer
maximum for this score increases by 2. This item becomes a valid target of the Infuse Item
feature if it wasn't already, granting a bonus
CONSTITUTION AUGMENT (EXCEPTIONAL) appropriate to the item's type. Additionally, you gain
Item modification (augment), legendary
an additional use of your Potent Aptitude.
Your Constitution score increases by 2, and your
maximum for this score increases by 1. ENGINEER OFFENSIVE AUGMENT
Item modification (augment), prototype
score other than Constitution (chosen by the GM) Prerequisite: At least 3 levels in fighter
decreases by 1. When you use your Second Wind feature, you also gain
CONSTITUTION AUGMENT (SUPERIOR) temporary hit points equal to the amount of hit points
Item modification (augment), advanced
you regain.
Your Constitution score increases by 1, and your FIGHTER OFFENSIVE AUGMENT
maximum for this score increases by 1. Item modification (augment), prototype
Your Dexterity score increases by 2, and your Your Intelligence score increases by 2, and your
maximum for this score increases by 1. maximum for this score increases by 2.
Your Dexterity score increases by 1, and your score other than Intelligence (chosen by the GM)
maximum for this score increases by 1. decreases by 1.
Your Intelligence score increases by 1, and your Your Strength score increases by 2, and your maximum
maximum for this score increases by 1. for this score increases by 2.
MONK DEFENSIVE AUGMENT STRENGTH AUGMENT (EXCEPTIONAL)
Item modification (augment), prototype
Item modification (augment), legendary
OPERATIVE OFFENSIVE AUGMENT Your Strength score increases by 1, and your maximum
Item modification (augment), prototype
for this score increases by 1.
Prerequisite: At least 3 levels in operative
Your Sneak Attack damage die increases by one step WISDOM AUGMENT (BASIC)
(from d6 to a d8, d8 to d10, or d10 to d12). Item modification (augment), standard
a long rest, you can change this discovery for a Your Wisdom score increases by 2, and your maximum
different option available to you. for this score increases by 2.
Scout Routines increases by 5 feet. Your Wisdom score increases by 1, and your maximum
SCOUT OFFENSIVE AUGMENT for this score increases by 1. One ability score other
Item modification (augment), prototype
than Wisdom (chosen by the GM) decreases by 1.
Prerequisite: At least 3 levels in scout
You can apply WISDOM AUGMENT (SUPERIOR)
the additional damage from your Ranger's Quarry Item modification (augment), advanced
feature one additional time per turn. Your Wisdom score increases by 1, and your maximum
SENTINEL DEFENSIVE AUGMENT for this score increases by 1.
Item modification (augment), prototype
Ostrine Splitter Mk III Artifact You affix a short blade to the barrel of this weapon,
allowing you to make a melee weapon attack with it.
Penetrating Core (Champion) Artifact
The blade is a melee weapon with the finesse property
Piercing Core (Devastating) Artifact that you are proficient with, and deals 1d6 kinetic
Precision Chamber Mk VI Artifact damage.
Quantum Splitter Mk IV Artifact BRUTAL SCOPE
Rapid Core (Champion) Artifact Item modification (blaster), premium
You gain a +2 bonus to attack rolls made with this Prerequisite: Blaster that uses cells or cartridges
You gain a +2 bonus to damage rolls made with this Prerequisite: Blaster that uses cells or cartridges
This weapon gains the hidden property. This weapon gains the disintegrate 17 property. If it
already has the disintegrate property, its disintegrate
COMPENSATING ATTACHMENT number increases by 5, to a maximum of 18.
Item modification (blaster), advanced
hit points with a ranged attack using this weapon, you Once on each of your turns, you can reload this
can regain a number of tech points equal to your weapon once without using an action. You can't use
Intelligence modifier (a minimum of one, no action this feature again until you reload the weapon with an
required). Once you've used this feature, you must action.
complete a short or long rest before you can use it
again. EXPANDED MAGAZINE (CHAMPION)
Item modification (blaster), artifact
DIRE ASCENDANCY SCOPE Once on each of your turns, you can reload this
Item modification (blaster), artifact
weapon once without using an action. You can use this
This weapon gains the dire 3 property. If it already has feature six times. You regain all expended uses when
the dire property, its dire number increases to 3. you reload the weapon with an action.
DIRE FIGHTING SCOPE EXPANDED MAGAZINE (EXCEPTIONAL)
Item modification (blaster), premium
Item modification (blaster), legendary
This weapon gains the dire 1 property. If it already has Once on each of your turns, you can reload this
the dire property, its dire number increases by 1, to a weapon once without using an action. You can use this
maximum of 3. feature five times. You regain all expended uses when
you reload the weapon with an action.
DIRE MASTERY SCOPE
Item modification (blaster), advanced
EXPANDED MAGAZINE (FINE)
This weapon gains the dire 2 property. If it already has Item modification (blaster), premium
the dire property, its dire number increases by 2, to a Once on each of your turns, you can reload this
maximum of 3. weapon once without using an action. You can use this
feature twice times. You regain all expended uses
DISGUISED STOCK when you reload the weapon with an action.
Item modification (blaster), standard
DISINTEGRATION CORE Once on each of your turns, you can reload this
Item modification (blaster), standard
weapon once without using an action. You can use this
This weapon gains the disintegrate 13 property. If it feature three times. You regain all expended uses
already has the disintegrate property, its disintegrate when you reload the weapon with an action.
number increases by 1, to a maximum of 18.
EXPANDED MAGAZINE (SUPERIOR)
DISINTEGRATION CORE MK II Item modification (blaster), advanced
This weapon gains the disintegrate 15 property. If it While using this item as your focus, you gain a +2
already has the disintegrate property, its disintegrate bonus to the tech save DC of powers that require a
number increases by 3, to a maximum of 18. Strength or Constitution saving throw.
DISINTEGRATION CORE MK IV
Item modification (blaster), advanced
While using this item as your focus, you gain a +1 This weapon gains the keen 2 property. If it already has
bonus to the tech save DC of powers that require a the keen property, its keen number increases by 2, to a
Strength or Constitution saving throw. maximum of 3.
FADECASTING CORE (MASTERY) KEEN CORE (DEVASTATING)
Item modification (blaster), advanced
Item modification (blaster), artifact
While using this item as your focus, you gain a +3 This weapon gains the keen 3 property. If it already has
bonus to the tech save DC of powers that require a the keen property, its keen number increases to 3.
Strength or Constitution saving throw.
LIGHT CORE
FADECASTING CORE (TRAINING) Item modification (blaster), premium
to the tech save DC of powers that require a Dexterity When a creature tries to reduce the damage of a shot
or Intelligence saving throw. from this weapon with a feature or power, such as
monk's Deflect Missiles or the saber reflect force
FLASHLIGHT ATTACHMENT power, they have disadvantage on the reduction roll.
Item modification (blaster), standard
weapon sheds bright light in a 60-foot cone. Prerequisite: Lacks strength property
take aim at a target you can see. The next attack you While looking through this weapon's scope, you have
make before the end of your next turn does not suffer truesight out to a distance equal to the long range of
disadvantage due to being made at long range. this weapon and you can see creatures that are lightly
or heavily obscured. Additionally, you gain a +2 bonus
HARPOON REEL ATTACHMENT to attack rolls.
Item modification (blaster), prototype
harpoon, you can make a ranged weapon attack with a When you deal damage with this weapon, you deal an
range of 30/60. On a hit, it deals 1d6 kinetic damage. additional 1d4 acid, cold, fire, lightning, poison, or
This attack can target a surface, object, or creature. sonic damage (chosen by the GM when generating this
A creature struck by this attack is impaled by the item).
harpoon. As an action, a creature can attempt to OSTRINE SPLITTER MK II
remove the harpoon. Removing the harpoon requires a Item modification (blaster), legendary
DC 15 Strength check. While the harpoon is stuck in the When you deal damage with this weapon, you deal an
target, you are connected to the target by a 60 foot additional 1d6 acid, cold, fire, lightning, poison, or
cable. sonic damage (chosen by the GM when generating this
While connected in this manner, you can use your item).
bonus action to activate the reel, pulling yourself to the
location if the target is your size or larger. A creature or OSTRINE SPLITTER MK III
object smaller than you is pulled to you. Alternatively, Item modification (blaster), artifact
you can opt to release the cable (no action required). When you deal damage with this weapon, you deal an
Once you've used this feature, you can't use it again additional 1d8 acid, cold, fire, lightning, poison, or
until you recover and reinsert the harpoon as an sonic damage (chosen by the GM when generating this
action. item).
ION AMPLIFYING CORE PIERCING CORE
Item modification (blaster), premium
Item modification (blaster), premium
the keen property, its keen number increases by 1, to a This weapon gains the piercing 2 property. If it already
maximum of 3. has the piercing property, its piercing number
increases by 2, to a maximum of 3.
This weapon gains the piercing 3 property. If it already Prerequisite: Blaster that uses cells or cartridges
has the piercing property, its piercing number This weapon gains the rapid property, with a rapid
increases to 3. number equal to one-fourth its reload number
(rounded up), to a minimum of 2. If it already has the
PRECISION CHAMBER MK I rapid property, the rapid number is reduced to one-
Item modification (blaster), standard
eighth its reload number (rounded up), to a minimum
This weapon's range increases by 10/40. of 2.
PRECISION CHAMBER MK II RYLITH POWER CORE
Item modification (blaster), premium
Item modification (blaster), prototype
This weapon's range increases by 20/80. When you take the Attack action and hit a target with a
ranged attack with this weapon, you can repeat the
PRECISION CHAMBER MK III
Item modification (blaster), prototype
attack against another creature up to 15 feet from the
This weapon's range increases by 30/120. target in a direct line from you (no action required).
Once you've used this feature, you must complete a
PRECISION CHAMBER MK IV short or long rest before you can use it again.
Item modification (blaster), advanced
a d4 and add the result to the total. This weapon's strength number is reduced by five
steps (from 21 to 11). If the strength number is 19 or
QUANTUM SPLITTER MK II lower, this modification removes the strength property
Item modification (blaster), advanced
from it entirely.
When you deal damage with this weapon, you can roll
a d6 and add the result to the total. RECOIL DAMPENER (FINE)
Item modification (blaster), premium
When you deal damage with this weapon, you can roll This weapon's strength number is reduced by three
a d10 and add the result to the total. steps (from 21 to 15, 19 to 13, or 17 to 11). If the
strength number is 15 or lower, this modification
RAPID CORE removes the strength property from it entirely.
Item modification (blaster), premium
number equal to one-half its reload number (rounded This weapon's strength number is reduced by four
up), to a minimum of 2. If it already has the rapid steps (from 21 to 13 or 19 to 11). If the strength
property, the rapid number is reduced to one-fourth its number is 17 or lower, this modification removes the
reload number (rounded up), to a minimum of 2. strength property from it entirely.
RAPID CORE (CHAMPION) RENDCASTING CORE (DUELING)
Item modification (blaster), artifact
Item modification (blaster), prototype
While using this item as your focus, you gain a +1 This weapon gains the smart (18, +4) property. If it
bonus to the tech save DC of powers that require a already has the smart property, its smart numbers
Dexterity or Intelligence saving throw. increase by +4 and +3, respectively, to a maximum of
20 and +6.
RENDCASTING CORE (MASTERY)
Item modification (blaster), advanced
TARGETING AMPLIFIER (DUELING)
While using this item as your focus, you gain a +3 Item modification (blaster), prototype
bonus to the tech save DC of powers that require a While using this item as your focus, you gain a +2
Dexterity or Intelligence saving throw. bonus to melee tech attacks.
While using this item as your focus, you gain a +1 While using this item as your focus, you gain a +1
bonus to the tech save DC of powers that require a bonus to melee tech attacks.
Dexterity or Intelligence saving throw and a -1 penalty
to the tech save DC of powers that require a Wisdom TARGETING AMPLIFIER (MASTERY)
or Charisma saving throw. Item modification (blaster), advanced
SMART INTERFACE (BASIC) While using this item as your focus, you gain a +1
Item modification (blaster), standard
bonus to ranged tech attacks.
This weapon gains the smart (15, +2) property. If it
already has the smart property, its smart numbers TARGETING RANGEFINDER (MASTERY)
increase by +1 and +1, respectively, to a maximum of Item modification (blaster), advanced
20 and +6. While using this item as your focus, you gain a +3
bonus to ranged tech attacks.
SMART INTERFACE (CHAMPION)
Item modification (blaster), artifact
TARGETING RANGEFINDER (TRAINING)
This weapon gains the smart (20, +6) property. If it Item modification (blaster), standard
already has the smart property, its smart numbers While using this item as your focus, you gain a +1
increase to 20 and +6, respectively. bonus to ranged tech attacks and a -1 penalty to melee
tech attacks.
SMART INTERFACE (EXCEPTIONAL)
Item modification (blaster), legendary
VICIOUS ASCENDANCY CORE
This weapon gains the smart (19, +5) property. If it Item modification (blaster), artifact
already has the smart property, its smart numbers This weapon gains the vicious 3 property. If it already
increase by +5 and +4, respectively, to a maximum of has the vicious property, its vicious number increases
20 and +6. to 3.
This weapon gains the smart (16, +2) property. If it This weapon gains the vicious 1 property. If it already
already has the smart property, its smart numbers has the vicious property, its vicious number increases
increase by +2 and +1, respectively, to a maximum of by 1, to a maximum of 3.
20 and +6.
VICIOUS MASTERY CORE
SMART INTERFACE (IMPROVED) Item modification (blaster), advanced
Withercasting Inlay (Adept) Advanced Your level of proficiency in Piloting increases by one
Ace Pilot's Pattern (Elite) Legendary step (to trained, from trained to proficient, from
proficient to expertise, from expertise to mastery, from
Acrobat's Pattern (Elite) Legendary mastery to high mastery, or from high mastery to
Animal Handler's Pattern (Elite) Legendary grand mastery).
Brawny (Elite) Legendary ACE PILOT'S PATTERN (CHOICE)
Charisma Weave (Exceptional) Legendary Item modification (clothing), advanced
Investigator's Pattern (Elite) Legendary Your level of proficiency in Piloting increases by five
steps (to high mastery or from trained to grand
Loremaster's Pattern (Elite) Legendary
mastery).
You gain grand mastery in Piloting. Your level of proficiency in Animal Handling increases
by four steps (to mastery, from trained to high
ACE PILOT'S PATTERN (FAVORED) mastery, or from proficient to grand mastery).
Item modification (clothing), prototype
Your level of proficiency in Piloting increases by three ANIMAL HANDLER'S PATTERN (ELITE)
steps (to expertise, from trained to mastery, from Item modification (clothing), legendary
proficient to high mastery, or from expertise to grand Your level of proficiency in Animal Handling increases
mastery). by five steps (to high mastery or from trained to grand
mastery).
ACE PILOT'S PATTERN (FINE)
Item modification (clothing), premium
ANIMAL HANDLER'S PATTERN (EXQUISITE)
Your level of proficiency in Piloting increases by two Item modification (clothing), artifact
steps (to proficient, from trained to expertise, from You gain grand mastery in Animal Handling.
proficient to mastery, from expertise to high mastery,
or from mastery to grand mastery). ANIMAL HANDLER'S PATTERN (FAVORED)
Item modification (clothing), prototype
You gain grand mastery in Acrobatics. Your level of proficiency in Athletics increases by four
steps (to mastery, from trained to high mastery, or
ACROBAT'S PATTERN (FAVORED) from proficient to grand mastery).
Item modification (clothing), prototype
from proficient to high mastery, or from expertise to Your level of proficiency in Athletics increases by five
grand mastery). steps (to high mastery or from trained to grand
mastery).
ACROBAT'S PATTERN (FINE)
Item modification (clothing), premium
BRAWNY PATTERN (EXQUISITE)
Your level of proficiency in Acrobatics increases by two Item modification (clothing), artifact
steps (to proficient, from trained to expertise, from You gain grand mastery in Athletics.
proficient to mastery, from expertise to high mastery,
or from mastery to grand mastery). BRAWNY PATTERN (FAVORED)
Item modification (clothing), prototype
ANIMAL HANDLER'S PATTERN (BASIC) Your level of proficiency in Athletics increases by three
Item modification (clothing), standard
steps (to expertise, from trained to mastery, from
Your level of proficiency in Animal Handling increases proficient to high mastery, or from expertise to grand
by one step (to trained, from trained to proficient, from mastery).
proficient to expertise, from expertise to mastery, from
mastery to high mastery, or from high mastery to BRAWNY PATTERN (FINE)
grand mastery). Item modification (clothing), premium
Your level of proficiency in Charisma saving throws This article of clothing come with six hidden pockets,
increases by one step (to trained, from trained to each of which can store up to 1 lb. Finding these
proficient, from proficient to expertise, from expertise hidden pockets requires a DC 30 Investigation check.
to mastery, from mastery to high mastery, or from high
mastery to grand mastery). CLANDESTINE STITCHING (EXCEPTIONAL)
Item modification (clothing), legendary
CHARISMA WEAVE (EXCEPTIONAL) This article of clothing come with five hidden pockets,
Item modification (clothing), legendary
each of which can store up to 1 lb. Finding these
Your level of proficiency in Charisma saving throws hidden pockets requires a DC 27 Investigation check.
increases by three steps (to expertise, from trained to
mastery, from proficient to high mastery, or from CLANDESTINE STITCHING (FINE)
expertise to grand mastery). Item modification (clothing), premium
high mastery, or from mastery to grand mastery). This article of clothing come with three hidden pockets,
each of which can store up to 1 lb. Finding these
CHARMER'S PATTERN (BASIC) hidden pockets requires a DC 21 Investigation check.
Item modification (clothing), standard
proficient to expertise, from expertise to mastery, from This article of clothing come with four hidden pockets,
mastery to high mastery, or from high mastery to each of which can store up to 1 lb. Finding these
grand mastery). hidden pockets requires a DC 24 Investigation check.
Your level of proficiency in Persuasion increases by Your level of proficiency in Constitution saving throws
four steps (to mastery, from trained to high mastery, or increases by three steps (to expertise, from trained to
from proficient to grand mastery). mastery, from proficient to high mastery, or from
expertise to grand mastery).
CHARMER'S PATTERN (ELITE)
Item modification (clothing), legendary
CONSTITUTION WEAVE (FINE)
Your level of proficiency in Persuasion increases by five Item modification (clothing), premium
steps (to high mastery or from trained to grand Your level of proficiency in Constitution saving throws
mastery). increases by one step (to trained, from trained to
proficient, from proficient to expertise, from expertise
CHARMER'S PATTERN (EXQUISITE) to mastery, from mastery to high mastery, or from high
Item modification (clothing), artifact
mastery to grand mastery).
You gain grand mastery in Persuasion.
CONSTITUTION WEAVE (SUPERIOR)
CHARMER'S PATTERN (FAVORED) Item modification (clothing), advanced
Your level of proficiency in Dexterity saving throws While using this item as your focus, you gain a +1
increases by two steps (to proficient, from trained to bonus to the force save DC of powers that require a
expertise, from proficient to mastery, from expertise to Strength or Constitution saving throw and a -1 penalty
high mastery, or from mastery to grand mastery). to the force save DC of powers that require a Dexterity
or Intelligence saving throw.
EMPATHIC PATTERN (BASIC)
Item modification (clothing), standard
FADECASTING STITCHING MK I
Your level of proficiency in Insight increases by one Item modification (clothing), standard
step (to trained, from trained to proficient, from While using this item as your focus, you gain a +1
proficient to expertise, from expertise to mastery, from bonus to the tech save DC of powers that require a
mastery to high mastery, or from high mastery to Strength or Constitution saving throw and a -1 penalty
grand mastery). to the tech save DC of powers that require a Dexterity
or Intelligence saving throw.
EMPATHIC PATTERN (CHOICE)
Item modification (clothing), advanced
FADECASTING STITCHING MK II
Your level of proficiency in Insight increases by four Item modification (clothing), premium
steps (to mastery, from trained to high mastery, or While using this item as your focus, you gain a +1
from proficient to grand mastery). bonus to the tech save DC of powers that require a
Strength or Constitution saving throw.
EMPATHIC PATTERN (ELITE)
Item modification (clothing), legendary
FADECASTING STITCHING MK III
Your level of proficiency in Insight increases by five Item modification (clothing), prototype
steps (to high mastery or from trained to grand While using this item as your focus, you gain a +2
mastery). bonus to the tech save DC of powers that require a
Strength or Constitution saving throw.
EMPATHIC PATTERN (EXQUISITE)
Item modification (clothing), artifact
FADECASTING STITCHING MK IV
You gain grand mastery in Insight. Item modification (clothing), advanced
steps (to proficient, from trained to expertise, from While using this item as your focus, you gain a +1
proficient to mastery, from expertise to high mastery, bonus to melee force attacks.
or from mastery to grand mastery).
INLAY AMPLIFIER (JOURNEYMAN)
FADECASTING INLAY (ADEPT) Item modification (clothing), prototype
FADECASTING INLAY (APPRENTICE) While using this item as your focus, you gain a +1
Item modification (clothing), premium
bonus to melee force attacks and a -1 penalty to
While using this item as your focus, you gain a +1 ranged force attacks.
bonus to the force save DC of powers that require a
Strength or Constitution saving throw. INLAY RANGEFINDER (ADEPT)
Item modification (clothing), advanced
FADECASTING INLAY (JOURNEYMAN) While using this item as your focus, you gain a +3
Item modification (clothing), prototype
bonus to ranged force attacks.
While using this item as your focus, you gain a +2
bonus to the force save DC of powers that require a INLAY RANGEFINDER (APPRENTICE)
Strength or Constitution saving throw. Item modification (clothing), premium
While using this item as your focus, you gain a +1 Your level of proficiency in Lore increases by one step
bonus to ranged force attacks and a -1 penalty to (to trained, from trained to proficient, from proficient
melee force attacks. to expertise, from expertise to mastery, from mastery
to high mastery, or from high mastery to grand
INTELLIGENCE WEAVE (BASIC) mastery).
Item modification (clothing), standard
proficient, from proficient to expertise, from expertise Your level of proficiency in Lore increases by four steps
to mastery, from mastery to high mastery, or from high (to mastery, from trained to high mastery, or from
mastery to grand mastery). proficient to grand mastery).
INTELLIGENCE WEAVE (EXCEPTIONAL) LOREMASTER'S PATTERN (ELITE)
Item modification (clothing), legendary
Item modification (clothing), legendary
Your level of proficiency in Intelligence saving throws Your level of proficiency in Lore increases by five steps
increases by three steps (to expertise, from trained to (to high mastery or from trained to grand mastery).
mastery, from proficient to high mastery, or from
expertise to grand mastery). LOREMASTER'S PATTERN (EXQUISITE)
Item modification (clothing), artifact
expertise, from proficient to mastery, from expertise to Your level of proficiency in Lore increases by three
high mastery, or from mastery to grand mastery). steps (to expertise, from trained to mastery, from
proficient to high mastery, or from expertise to grand
INVESTIGATOR'S PATTERN (BASIC) mastery).
Item modification (clothing), standard
proficient to expertise, from expertise to mastery, from Your level of proficiency in Lore increases by two steps
mastery to high mastery, or from high mastery to (to proficient, from trained to expertise, from proficient
grand mastery). to mastery, from expertise to high mastery, or from
mastery to grand mastery).
INVESTIGATOR'S PATTERN (CHOICE)
Item modification (clothing), advanced
MEDIC'S PATTERN (BASIC)
Your level of proficiency in Investigation increases by Item modification (clothing), standard
four steps (to mastery, from trained to high mastery, or Your level of proficiency in Medicine increases by one
from proficient to grand mastery). step (to trained, from trained to proficient, from
proficient to expertise, from expertise to mastery, from
INVESTIGATOR'S PATTERN (ELITE) mastery to high mastery, or from high mastery to
Item modification (clothing), legendary
grand mastery).
Your level of proficiency in Investigation increases by
five steps (to high mastery or from trained to grand MEDIC'S PATTERN (CHOICE)
mastery). Item modification (clothing), advanced
proficient to mastery, from expertise to high mastery, Your level of proficiency in Medicine increases by three
or from mastery to grand mastery). steps (to expertise, from trained to mastery, from
proficient to high mastery, or from expertise to grand
mastery).
Your level of proficiency in Medicine increases by two Your level of proficiency in Perception increases by
steps (to proficient, from trained to expertise, from three steps (to expertise, from trained to mastery,
proficient to mastery, from expertise to high mastery, from proficient to high mastery, or from expertise to
or from mastery to grand mastery). grand mastery).
Your level of proficiency in Nature increases by one Your level of proficiency in Perception increases by two
step (to trained, from trained to proficient, from steps (to proficient, from trained to expertise, from
proficient to expertise, from expertise to mastery, from proficient to mastery, from expertise to high mastery,
mastery to high mastery, or from high mastery to or from mastery to grand mastery).
grand mastery).
PERFORMER'S PATTERN (BASIC)
NATURALIST'S PATTERN (CHOICE) Item modification (clothing), standard
steps (to high mastery or from trained to grand Your level of proficiency in Performance increases by
mastery). four steps (to mastery, from trained to high mastery, or
from proficient to grand mastery).
NATURALIST'S PATTERN (EXQUISITE)
Item modification (clothing), artifact
PERFORMER'S PATTERN (ELITE)
You gain grand mastery in Nature. Item modification (clothing), legendary
Your level of proficiency in Nature increases by two Your level of proficiency in Performance increases by
steps (to proficient, from trained to expertise, from three steps (to expertise, from trained to mastery,
proficient to mastery, from expertise to high mastery, from proficient to high mastery, or from expertise to
or from mastery to grand mastery). grand mastery).
PERCEPTIVE PATTERN (BASIC) PERFORMER'S PATTERN (FINE)
Item modification (clothing), standard
Item modification (clothing), premium
Your level of proficiency in Perception increases by one Your level of proficiency in Performance increases by
step (to trained, from trained to proficient, from two steps (to proficient, from trained to expertise, from
proficient to expertise, from expertise to mastery, from proficient to mastery, from expertise to high mastery,
mastery to high mastery, or from high mastery to or from mastery to grand mastery).
grand mastery).
QUICK-FINGERED PATTERN (BASIC)
PERCEPTIVE PATTERN (CHOICE) Item modification (clothing), standard
steps (to high mastery or from trained to grand Your level of proficiency in Sleight of Hand increases by
mastery). four steps (to mastery, from trained to high mastery, or
from proficient to grand mastery).
PERCEPTIVE PATTERN (EXQUISITE)
Item modification (clothing), artifact
Your level of proficiency in Sleight of Hand increases by While using this item as your focus, you gain a +2
five steps (to high mastery or from trained to grand bonus to the tech save DC of powers that require a
mastery). Dexterity or Intelligence saving throw.
QUICK-FINGERED PATTERN (EXQUISITE) RENDCASTING STITCHING MK IV
Item modification (clothing), artifact
Item modification (clothing), advanced
You gain grand mastery in Sleight of Hand. While using this item as your focus, you gain a +3
bonus to the tech save DC of powers that require a
QUICK-FINGERED PATTERN (FAVORED) Dexterity or Intelligence saving throw.
Item modification (clothing), prototype
from proficient to high mastery, or from expertise to Your level of proficiency in Deception increases by one
grand mastery). step (to trained, from trained to proficient, from
proficient to expertise, from expertise to mastery, from
QUICK-FINGERED PATTERN (FINE) mastery to high mastery, or from high mastery to
Item modification (clothing), premium
grand mastery).
Your level of proficiency in Sleight of Hand increases by
two steps (to proficient, from trained to expertise, from SILVER-TONGUED PATTERN (CHOICE)
proficient to mastery, from expertise to high mastery, Item modification (clothing), advanced
or from mastery to grand mastery). Your level of proficiency in Deception increases by four
steps (to mastery, from trained to high mastery, or
RENDCASTING INLAY (ADEPT) from proficient to grand mastery).
Item modification (clothing), advanced
While using this item as your focus, you gain a +3 SILVER-TONGUED PATTERN (ELITE)
bonus to the force save DC of powers that require a Item modification (clothing), legendary
Dexterity or Intelligence saving throw. Your level of proficiency in Deception increases by five
steps (to high mastery or from trained to grand
RENDCASTING INLAY (APPRENTICE) mastery).
Item modification (clothing), premium
While using this item as your focus, you gain a +1 SILVER-TONGUED PATTERN (EXQUISITE)
bonus to the force save DC of powers that require a Item modification (clothing), artifact
While using this item as your focus, you gain a +2 Your level of proficiency in Deception increases by
bonus to the force save DC of powers that require a three steps (to expertise, from trained to mastery,
Dexterity or Intelligence saving throw. from proficient to high mastery, or from expertise to
grand mastery).
RENDCASTING INLAY (NOVICE)
Item modification (clothing), standard
SILVER-TONGUED PATTERN (FINE)
While using this item as your focus, you gain a +1 Item modification (clothing), premium
bonus to the force save DC of powers that require a Your level of proficiency in Deception increases by two
Dexterity or Intelligence saving throw and a -1 penalty steps (to proficient, from trained to expertise, from
to the force save DC of powers that require a Wisdom proficient to mastery, from expertise to high mastery,
or Charisma saving throw. or from mastery to grand mastery).
RENDCASTING STITCHING MK I STEALTHY PATTERN (BASIC)
Item modification (clothing), standard
Item modification (clothing), standard
While using this item as your focus, you gain a +1 Your level of proficiency in Stealth increases by one
bonus to the tech save DC of powers that require a step (to trained, from trained to proficient, from
Dexterity or Intelligence saving throw and a -1 penalty proficient to expertise, from expertise to mastery, from
to the tech save DC of powers that require a Wisdom mastery to high mastery, or from high mastery to
or Charisma saving throw. grand mastery).
RENDCASTING STITCHING MK II STEALTHY PATTERN (CHOICE)
Item modification (clothing), premium
Item modification (clothing), advanced
While using this item as your focus, you gain a +1 Your level of proficiency in Stealth increases by four
bonus to the tech save DC of powers that require a steps (to mastery, from trained to high mastery, or
Dexterity or Intelligence saving throw. from proficient to grand mastery).
Your level of proficiency in Stealth increases by five Your level of proficiency in Strength saving throws
steps (to high mastery or from trained to grand increases by one step (to trained, from trained to
mastery). proficient, from proficient to expertise, from expertise
to mastery, from mastery to high mastery, or from high
STEALTHY PATTERN (EXQUISITE) mastery to grand mastery).
Item modification (clothing), artifact
While using this item as your focus, you gain a +1 Your level of proficiency in Survival increases by four
bonus to melee tech attacks. steps (to mastery, from trained to high mastery, or
STITCHING AMPLIFIER MK III from proficient to grand mastery).
Item modification (clothing), prototype
SURVIVALIST'S PATTERN (ELITE)
While using this item as your focus, you gain a +2 Item modification (clothing), legendary
bonus to melee tech attacks. Your level of proficiency in Survival increases by five
STITCHING AMPLIFIER MK IV steps (to high mastery or from trained to grand
Item modification (clothing), advanced
mastery).
While using this item as your focus, you gain a +3 SURVIVALIST'S PATTERN (EXQUISITE)
bonus to melee tech attacks. Item modification (clothing), artifact
bonus to ranged tech attacks and a -1 penalty to melee Your level of proficiency in Survival increases by three
tech attacks. steps (to expertise, from trained to mastery, from
STITCHING RANGEFINDER MK II proficient to high mastery, or from expertise to grand
Item modification (clothing), premium
mastery).
While using this item as your focus, you gain a +1 SURVIVALIST'S PATTERN (FINE)
bonus to ranged tech attacks. Item modification (clothing), premium
While using this item as your focus, you gain a +3 Your level of proficiency in Technology increases by
one step (to trained, from trained to proficient, from
bonus to ranged tech attacks.
proficient to expertise, from expertise to mastery, from
mastery to high mastery, or from high mastery to
grand mastery).
Your level of proficiency in Technology increases by Your level of proficiency in Wisdom saving throws
four steps (to mastery, from trained to high mastery, or increases by three steps (to expertise, from trained to
from proficient to grand mastery). mastery, from proficient to high mastery, or from
expertise to grand mastery).
TECHIE'S PATTERN (ELITE)
Item modification (clothing), legendary
WISDOM WEAVE (FINE)
Your level of proficiency in Technology increases by five Item modification (clothing), premium
steps (to high mastery or from trained to grand Your level of proficiency in Wisdom saving throws
mastery). increases by one step (to trained, from trained to
proficient, from proficient to expertise, from expertise
TECHIE'S PATTERN (EXQUISITE) to mastery, from mastery to high mastery, or from high
Item modification (clothing), artifact
mastery to grand mastery).
You gain grand mastery in Technology.
WISDOM WEAVE (SUPERIOR)
TECHIE'S PATTERN (FAVORED) Item modification (clothing), advanced
THREATENING PATTERN (BASIC) While using this item as your focus, you gain a +1
Item modification (clothing), standard
bonus to the force save DC of powers that require a
Your level of proficiency in Intimidation increases by Wisdom or Charisma saving throw.
one step (to trained, from trained to proficient, from
proficient to expertise, from expertise to mastery, from WITHERCASTING INLAY (JOURNEYMAN)
mastery to high mastery, or from high mastery to Item modification (clothing), prototype
grand mastery). While using this item as your focus, you gain a +2
bonus to the force save DC of powers that require a
THREATENING PATTERN (CHOICE) Wisdom or Charisma saving throw.
Item modification (clothing), advanced
from proficient to grand mastery). While using this item as your focus, you gain a +1
bonus to the force save DC of powers that require a
THREATENING PATTERN (ELITE) Wisdom or Charisma saving throw and a -1 penalty to
Item modification (clothing), legendary
the force save DC of powers that require a Strength or
Your level of proficiency in Intimidation increases by Constitution saving throw.
five steps (to high mastery or from trained to grand
mastery). WITHERCASTING STITCHING MK I
Item modification (clothing), standard
THREATENING PATTERN (EXQUISITE) While using this item as your focus, you gain a +1
Item modification (clothing), artifact
bonus to the tech save DC of powers that require a
You gain grand mastery in Intimidation. Wisdom or Charisma saving throw and a -1 penalty to
the tech save DC of powers that require a Strength or
THREATENING PATTERN (FAVORED)
Item modification (clothing), prototype
Constitution saving throw.
Your level of proficiency in Intimidation increases by WITHERCASTING STITCHING MK II
three steps (to expertise, from trained to mastery, Item modification (clothing), premium
from proficient to high mastery, or from expertise to While using this item as your focus, you gain a +1
grand mastery). bonus to the tech save DC of powers that require a
THREATENING PATTERN (FINE) Wisdom or Charisma saving throw.
Item modification (clothing), premium
WITHERCASTING STITCHING MK III
Your level of proficiency in Intimidation increases by Item modification (clothing), prototype
two steps (to proficient, from trained to expertise, from While using this item as your focus, you gain a +2
proficient to mastery, from expertise to high mastery, bonus to the tech save DC of powers that require a
or from mastery to grand mastery). Wisdom or Charisma saving throw.
Accessing Cycler (Flawless) Legendary This item gains the absorbing 12 property. If it already
has the absorbing property, its absorbing number
Bolstering Channel (Master) Legendary increases to 12.
Constitution Emitter (Exceptional) Legendary
ABSORBING CONDUCTOR (APPRENTICE)
Dispelling Emitter (Exceptional) Legendary Item modification (focus generator), premium
Elongating Emitter (Master) Legendary This item gains the absorbing 4 property. If it already
has the absorbing property, its absorbing number
Enlarging Channel (Flawless) Legendary
increases by 4, to a maximum of 12.
Expanding Conductor (Exceptional) Legendary
ABSORBING CONDUCTOR (JOURNEYMAN)
Extending Cycler (Exceptional) Legendary
Item modification (focus generator), prototype
Forged Ferricite Supremacy Channel Legendary This item gains the absorbing 6 property. If it already
Increasing Cycler (Master) Legendary has the absorbing property, its absorbing number
increases by 6, to a maximum of 12.
Inflating Conductor (Flawless) Legendary
Mitigating Channel (Master) Legendary ABSORBING CONDUCTOR (MASTER)
Item modification (focus generator), legendary
Forged Ferricite Ascendancy Channel Artifact This item gains the accessing 1 property. If it already
has the accessing property, its accessing number
Increasing Cycler (Ancient) Artifact
increases by 1, to a maximum of 6.
Inflating Conductor (Perfect) Artifact
ACCESSING CYCLER (FLAWED)
Mitigating Channel (Ancient) Artifact
Item modification (focus generator), prototype
Ranging Emitter (Ascendancy) Artifact This item gains the accessing 3 property. If it already
Rending Conductor (Ascendancy) Artifact has the accessing property, its accessing number
increases by 3, to a maximum of 6.
Repelling Cycler (Perfect) Artifact
Storing Emitter (Champion) Artifact ACCESSING CYCLER (FLAWLESS)
Item modification (focus generator), legendary
Withering Channel (Ascendancy) Artifact This item gains the accessing 5 property. If it already
has the accessing property, its accessing number
increases by 5, to a maximum of 6.
ACCESSING CYCLER (PERFECT)
Item modification (focus generator), artifact
This item gains the accessing 4 property. If it already While using this item as your focus, you gain a +3
has the accessing property, its accessing number bonus to melee force attacks.
increases by 4, to a maximum of 6.
CHANNELING AMPLIFIER (TRAINING)
AMPLIFYING CHANNEL (ASCENDANCY) Item modification (focus generator), standard
AMPLIFYING CHANNEL (MASTERY) While using this item as your focus, you gain a +1
Item modification (focus generator), advanced
bonus to ranged force attacks.
This item gains the amplifying 2 property. If it already
has the amplifying property, its amplifying number CHANNELING RANGEFINDER (MASTERY)
increases by 2, to a maximum of 3. Item modification (focus generator), advanced
This item gains the bolstering 8 property. If it already CHANNELING RANGEFINDER (TRAINING)
has the bolstering property, its bolstering number Item modification (focus generator), standard
increases by 8, to a maximum of 12. While using this item as your focus, you gain a +1
bonus to ranged force attacks and a -1 penalty to
BOLSTERING CHANNEL (ANCIENT) melee force attacks.
Item modification (focus generator), artifact
This item gains the bolstering 12 property. If it already CONSTITUTION EMITTER (BASIC)
has the bolstering property, its bolstering number Item modification (focus generator), standard
has the bolstering property, its bolstering number This item's constitution number is reduced by five
increases by 6, to a maximum of 12. steps (from 21 to 11). If the constitution number is 19
or lower, this modification removes the constitution
BOLSTERING CHANNEL (MASTER) property from it entirely.
Item modification (focus generator), legendary
This item gains the bolstering 10 property. If it already CONSTITUTION EMITTER (FINE)
has the bolstering property, its bolstering number Item modification (focus generator), premium
increases by 10, to a maximum of 12. This item's constitution number is reduced by two
steps (from 21 to 17, 19 to 15, 17 to 13, or 15 to 11). If
BOLSTERING CHANNEL (NOVICE) the constitution number is 13 or lower, this
Item modification (focus generator), standard
modification removes the constitution property from it
This item gains the bolstering 2 property. If it already entirely.
has the bolstering property, its bolstering number
increases by 2, to a maximum of 12. CONSTITUTION EMITTER (IMPROVED)
Item modification (focus generator), prototype
This item's constitution number is reduced by four This item gains the elongating 10 property. If it already
steps (from 21 to 13 or 19 to 11). If the constitution has the elongating property, its elongating number
number is 17 or lower, this modification removes the increases by 10, to a maximum of 30.
constitution property from it entirely.
ELONGATING EMITTER (JOURNEYMAN)
DISPELLING EMITTER (BASIC) Item modification (focus generator), prototype
This item gains the expanding 30 property. If it already While using this item as your focus, you gain a +2
has the expanding property, its expanding number bonus to the force save DC of powers that require a
increases to 30. Strength or Constitution saving throw.
EXPANDING CONDUCTOR (EXCEPTIONAL) FADECASTING CHANNEL (FIGHTING)
Item modification (focus generator), legendary
Item modification (focus generator), premium
This item gains the expanding 25 property. If it already While using this item as your focus, you gain a +1
has the expanding property, its expanding number bonus to the force save DC of powers that require a
increases by 25, to a maximum of 30. Strength or Constitution saving throw.
This item gains the expanding 10 property. If it already While using this item as your focus, you gain a +3
has the expanding property, its expanding number bonus to the force save DC of powers that require a
increases by 10, to a maximum of 30. Strength or Constitution saving throw.
EXPANDING CONDUCTOR (IMPROVED) FADECASTING CHANNEL (TRAINING)
Item modification (focus generator), prototype
Item modification (focus generator), standard
This item gains the expanding 15 property. If it already While using this item as your focus, you gain a +1
has the expanding property, its expanding number bonus to the force save DC of powers that require a
increases by 15, to a maximum of 30. Strength or Constitution saving throw and a -1 penalty
to the force save DC of powers that require a Dexterity
EXPANDING CONDUCTOR (SUPERIOR) or Intelligence saving throw.
Item modification (focus generator), advanced
This item gains the expanding 20 property. If it already FADING CYCLER (ASCENDANCY)
has the expanding property, its expanding number Item modification (focus generator), artifact
increases by 20, to a maximum of 30. This item gains the fading 3 property. If it already has
the fading property, its fading number increases to 3.
EXTENDING CYCLER (BASIC)
Item modification (focus generator), standard
FADING CYCLER (FIGHTING)
This item gains the extending 5 property. If it already Item modification (focus generator), premium
has the extending property, its extending number This item gains the fading 1 property. If it already has
increases by 5, to a maximum of 30. the fading property, its fading number increases by 1,
to a maximum of 3.
EXTENDING CYCLER (CHAMPION)
Item modification (focus generator), artifact
FADING CYCLER (MASTERY)
This item gains the extending 30 property. If it already Item modification (focus generator), advanced
has the extending property, its extending number This item gains the fading 2 property. If it already has
increases to 30. the fading property, its fading number increases by 2,
to a maximum of 3.
EXTENDING CYCLER (EXCEPTIONAL)
Item modification (focus generator), legendary
FOCUSED CONDUCTOR
This item gains the extending 25 property. If it already Item modification (focus generator), standard
has the extending property, its extending number This item gains the focused property.
increases by 25, to a maximum of 30.
FORGED FERRICITE ASCENDANCY CHANNEL
EXTENDING CYCLER (FINE) Item modification (focus generator), artifact
This item gains the extending 15 property. If it already When you cast a force power of 1st-level or higher that
has the extending property, its extending number deals damage, you can increase the damage by the
increases by 15, to a maximum of 30. number of force points spent.
EXTENDING CYCLER (SUPERIOR) FORGED FERRICITE FIGHTING CHANNEL
Item modification (focus generator), advanced
Item modification (focus generator), premium
This item gains the extending 20 property. If it already When you cast a force power of 1st-level or higher that
has the extending property, its extending number deals damage, you can increase the damage by half
increases by 20, to a maximum of 30. (rounded down) the number of force points spent.
When you cast a force power of 1st-level or higher that This item gains the inflating 25 property. If it already
deals damage, you can increase the damage by one has the inflating property, its inflating number
and a half times (rounded down) the number of force increases by 25, to a maximum of 30.
points spent.
INFLATING CONDUCTOR (PERFECT)
FORGED FERRICITE SUPREMACY CHANNEL Item modification (focus generator), artifact
This item gains the ranging 3 property. If it already has This item gains the repelling property.
the ranging property, its ranging number increases to
3. REPELLING CYCLER (FLAWED)
Item modification (focus generator), prototype
RANGING EMITTER (FIGHTING) This item gains the repelling property, but the DC to
Item modification (focus generator), premium
interrupt or dispel your powers is equal to 10 + the
This item gains the ranging 1 property. If it already has power's level, or 8 + twice your proficiency bonus +
the ranging property, its ranging number increases by your casting modifier for that power, whichever is
1, to a maximum of 3. greater.
This item gains the ranging 2 property. If it already has This item gains the repelling property, but the DC to
the ranging property, its ranging number increases by interrupt or dispel your powers is equal to 10 + the
2, to a maximum of 3. power's level, or 8 + twice your proficiency bonus +
your casting modifier for that power, whichever is
RENDCASTING CHANNEL (DUELING) greater. Additionally, creatures always have
Item modification (focus generator), prototype
disadvantage on ability checks to dispel or interrupt
While using this item as your focus, you gain a +2 your powers, and when a creatures make an ability
bonus to the force save DC of powers that require a check to dispel or interrupt your powers with
Dexterity or Intelligence saving throw. disadvantage, they must reroll one of the dice once
(your choice).
RENDCASTING CHANNEL (FIGHTING)
Item modification (focus generator), premium
REPELLING CYCLER (PERFECT)
While using this item as your focus, you gain a +1 Item modification (focus generator), artifact
bonus to the force save DC of powers that require a This item gains the repelling property, but the DC to
Dexterity or Intelligence saving throw. interrupt or dispel your powers is equal to 10 + the
RENDCASTING CHANNEL (MASTERY) power's level, or 8 + twice your proficiency bonus +
Item modification (focus generator), advanced
your casting modifier for that power, whichever is
greater. Additionally, creatures always have
While using this item as your focus, you gain a +3
bonus to the force save DC of powers that require a disadvantage on ability checks to dispel or interrupt
Dexterity or Intelligence saving throw. your powers, and when a creatures make an ability
check to dispel or interrupt your powers with
RENDCASTING CHANNEL (TRAINING) disadvantage, they must reroll each of the dice once (at
Item modification (focus generator), standard
your discretion).
While using this item as your focus, you gain a +1
bonus to the force save DC of powers that require a REPELLING CYCLER (REGULAR)
Dexterity or Intelligence saving throw and a -1 penalty Item modification (focus generator), advanced
to the force save DC of powers that require a Wisdom This item gains the repelling property, but the DC to
or Charisma saving throw. interrupt or dispel your powers is equal to 10 + the
power's level, or 8 + twice your proficiency bonus +
RENDING CONDUCTOR (ASCENDANCY) your casting modifier for that power, whichever is
Item modification (focus generator), artifact
greater. Additionally, creatures always have
This item gains the rending 3 property. If it already has disadvantage on ability checks to dispel or interrupt
the rending property, its rending number increases to your powers.
3.
STORING EMITTER (BASIC)
RENDING CONDUCTOR (FIGHTING) Item modification (focus generator), standard
REPELLING CYCLER (CHIPPED) This item gains the storing 5 property. If it already has
Item modification (focus generator), premium
the storing property, its storing number increases by 5,
This item gains the repelling property, but the DC to to a maximum of 6.
interrupt or dispel your powers is equal to 10 + the
power's level, or 8 + your proficiency bonus + your
casting modifier for that power, whichever is greater.
This item gains the storing 2 property. If it already has This item gains the withering 2 property. If it already
the storing property, its storing number increases by 2, has the withering property, its withering number
to a maximum of 6. increases by 2, to a maximum of 3.
STORING EMITTER (IMPROVED)
Item modification (focus generator), prototype
Stabilizer Ascendancy Cell Artifact This weapon gains the biting 17 property. If it already
has the biting property, its biting number increases by
Versatile Handle (Champion) Artifact 5, to a maximum of 18.
Vicious Ascendancy Hilt Artifact
BITING CRYSTAL (NOVICE)
Throwing Weapon Hilt (Champion) Artifact Item modification (Lightweapon), standard
ADEGAN CRYSTAL (CRACKED) This weapon gains the bright 16 property. If it already
Item modification (lightweapon), standard
has the bright property, its bright number increases by
You gain a +1 bonus to damage rolls and a -1 penalty 4, to a maximum of 18.
to attack rolls made with this weapon.
BRIGHT CRYSTAL (ANCIENT)
ADEGAN CRYSTAL (FLAWED) Item modification (lightweapon), artifact
You gain a +3 bonus to damage rolls made with this This weapon gains the bright 14 property. If it already
weapon. has the bright property, its bright number increases by
2, to a maximum of 18.
BIOMETRIC SAFETY MEASURES
Item modification (lightweapon), standard
BRIGHT CRYSTAL (JOURNEYMAN)
A security system is installed into the hilt of your Item modification (lightweapon), prototype
lightweapon. When a creature other than you attempts This weapon gains the bright 15 property. If it already
to activate your lightweapon, the activation fails. has the bright property, its bright number increases by
Additionally, the creature attempting to activate it must 3, to a maximum of 18.
make a DC 13 Constitution saving throw. On a failed
save, a creature takes 1d10 lightning damage and is BRIGHT CRYSTAL (MASTER)
shocked until the end of its next turn. On a successful Item modification (lightweapon), legendary
save the creature takes half damage and isn't shocked. This weapon gains the bright 17 property. If it already
On a success or failure, the creature then drops the has the bright property, its bright number increases by
weapon. 5, to a maximum of 18.
This weapon gains the biting 16 property. If it already This weapon gains the bright 13 property. If it already
has the biting property, its biting number increases by has the bright property, its bright number increases by
4, to a maximum of 18. 1, to a maximum of 18.
This weapon gains the biting 18 property. If it already This weapon gains the brutal 1 property. If it already
has the biting property, its biting number increases to has the brutal property, its brutal number increases by
18. 1, to a maximum of 3.
This weapon gains the biting 14 property. If it already This weapon gains the brutal 3 property. If it already
has the biting property, its biting number increases by has the brutal property, its brutal number increases to
2, to a maximum of 18. 3.
This weapon gains the brutal 2 property. If it already This weapon gains the defensive 2 property. If it
has the brutal property, its brutal number increases by already has the defensive property, its defensive
2, to a maximum of 3. number increases by 2, to a maximum of 3.
BURNING CELL CRYSTALIZING AMPLIFIER (DUELING)
Item modification (lightweapon), standard
Item modification (lightweapon), prototype
When you score a critical hit with this weapon, you While using this item as your focus, you gain a +2
have advantage on the next attack roll you make bonus to melee force attacks.
against that creature before the end of your next turn.
CRYSTALIZING AMPLIFIER (FIGHTING)
COLLAPSIBLE HILT Item modification (lightweapon), premium
Prerequisite: Lacks dexterity, two-handed, or versatile While using this item as your focus, you gain a +3
property
bonus to melee force attacks.
This weapon gains the finesse property.
CRYSTALIZING AMPLIFIER (TRAINING)
CORRUPTION CRYSTAL (ADEPT) Item modification (lightweapon), standard
CORRUPTION CRYSTAL (APPRENTICE) While using this item as your focus, you gain a +1
Item modification (lightweapon), premium
bonus to ranged force attacks.
This weapon gains the corruption 14 property. If it
already has the corruption property, its corruption CRYSTALIZING RANGEFINDER (MASTERY)
number increases by 2, to a maximum of 18. Item modification (lightweapon), advanced
number increases by 3, to a maximum of 18. While using this item as your focus, you gain a +1
bonus to ranged force attacks and a -1 penalty to
CORRUPTION CRYSTAL (MASTER) melee force attacks.
Item modification (lightweapon), legendary
number increases by 5, to a maximum of 18. When you deal damage with this weapon, you can roll
a d4 and add the result to the total.
CORRUPTION CRYSTAL (NOVICE)
Item modification (Lightweapon), standard
DAMIND CRYSTAL (FLAWLESS)
This weapon gains the corruption 13 property. If it Item modification (lightweapon), legendary
already has the corruption property, its corruption When you deal damage with this weapon, you can roll
number increases by 1, to a maximum of 18. a d8 and add the result to the total.
This weapon gains the defensive 1 property. If it When you deal damage with this weapon, you can roll
already has the defensive property, its defensive a d10 and add the result to the total.
number increases by 1, to a maximum of 3.
DAMIND CRYSTAL (REGULAR)
CROSSGUARD HILT (CHAMPION) Item modification (lightweapon), advanced
This weapon gains the dire 3 property. If it already has This weapon gains the heavy property.
the dire property, its dire number increases to 3.
HELISABER ATTACHMENT
DIRE FIGHTING HILT Item modification (lightweapon), premium
This weapon gains the dire 1 property. If it already has As a bonus action, you can activate the attachment.
the dire property, its dire number increases by 1, to a While active, you have a 30-foot flying speed, and
maximum of 3. whenever you take damage you must make a
concentration check as if concentrating on a power. On
DIRE MASTERY HILT a failure, you immediately fall to the ground.
Item modification (lightweapon), advanced
This weapon gains the dire 2 property. If it already has HILT BLASTER
the dire property, its dire number increases by 2, to a Item modification (lightweapon), premium
maximum of 3. You convert this weapon's hilt into a small blaster. The
blaster is a ranged weapon with the range 20/60 and
DISARMING CELL reload 6 properties that you are proficient with, and
Item modification (lightweapon), standard
deals 1d4 energy damage.
This weapon gains the disarming property.
KEEN BEAM
DISGUISED HILT Item modification (lightweapon), premium
DOUBLE HILT This weapon gains the keen 2 property. If it already has
Item modification (lightweapon), advanced
the keen property, its keen number increases by 2, to a
maximum of 3.
Prerequisite: Lacks two-handed or versatile property
This weapon gains the double property, with a double KEEN BEAM (DEVASTATING)
damage value equal to its normal damage. Item modification (lightweapon), artifact
EXTENDED BEAM This weapon gains the keen 3 property. If it already has
the keen property, its keen number increases to 3.
Item modification (lightweapon), advanced
bonus to the force save DC of powers that require a While wielding this weapon, you have advantage on
Strength or Constitution saving throw. ability checks and saving throws made to disarm or
avoid being disarmed.
FADECASTING CRYSTAL (MASTERY)
Item modification (lightweapon), advanced
OSSUS DUELING LENS
While using this item as your focus, you gain a +3 Item modification (lightweapon), prototype
bonus to the force save DC of powers that require a You gain a +2 bonus to attack rolls made with this
Strength or Constitution saving throw. weapon.
FADECASTING CRYSTAL (TRAINING) OSSUS FIGHTING LENS
Item modification (lightweapon), standard
Item modification (lightweapon), premium
While using this item as your focus, you gain a +1 You gain a +1 bonus to attack rolls made with this
bonus to the force save DC of powers that require a weapon.
Strength or Constitution saving throw and a -1 penalty
to the force save DC of powers that require a Dexterity OSSUS MASTERY LENS
or Intelligence saving throw. Item modification (lightweapon), advanced
You gain a +1 bonus to attack rolls and a -1 penalty to This weapon's dexterity number is reduced by three
damage rolls made with this weapon. steps (from 21 to 15, 19 to 13, or 17 to 11). If the
dexterity number is 15 or lower, this modification
PIERCING CELL removes the dexterity property from it entirely.
Item modification (lightweapon), premium
This weapon gains the piercing 1 property. If it already STABILIZER FIGHTING CELL
has the piercing property, its piercing number Item modification (lightweapon), premium
While using this item as your focus, you gain a +3 This weapon gains thrown (10/30) property. If it already
bonus to the force save DC of powers that require a has the thrown property, the range increases by 5/15.
Dexterity or Intelligence saving throw.
THROWING WEAPON HILT (CHAMPION)
RENDCASTING CRYSTAL (TRAINING) Item modification (lightweapon), artifact
This weapon gains the returning property. THROWING WEAPON HILT (FINE)
Item modification (lightweapon), premium
Once you've used this feature, you must complete a This weapon gains thrown (30/90) property. If it already
short or long rest before you can use it again. has the thrown property, the range increases by 15/45.
This weapon loses the dexterity property. This weapon gains thrown (40/120) property. If it
already has the thrown property, the range increases
by 20/60.
Rendcasting Oscillator Mk IV Advanced Once per turn, when you deal damage with this
weapon, your walking speed increases by 10 feet until
RZ-3 Extender Frame Advanced the start of your next turn, and the damaged creature
Serrated Edge Mk II Advanced can't make opportunity attacks against you for the rest
Shocking Oscillator Mk IV Advanced
of your turn.
Withercasting Oscillator Mk IV Advanced This weapon's dexterity number is reduced by one step
Withercasting Guard (Adept) Advanced (from 21 to 19, 19 to 17, 17 to 15, 15 to 13, or 13 to 11).
If the dexterity number is 11, this modification
Compensation Oscillator (Exceptional) Legendary
removes the dexterity property from it entirely.
Fiber-alloy Guard Legendary
COMPENSATION OSCILLATOR (CHAMPION)
Nagai Edge (Exceptional) Legendary
Item modification (vibroweapon), artifact
This weapon gains the brutal 3 property. If it already You gain a +1 bonus to attack rolls made with this
weapon.
has the brutal property, its brutal number increases to
3.
You gain a +2 bonus to attack rolls made with this When you hit with the weapon, you can create an
weapon. electronic burst. Each creature in a 15-foot cone
centered on the creature you hit must make a DC 15
CONTOURED GRIP (SUPERIOR) Dexterity saving throw, taking 1d8 lightning damage on
Item modification (vibroweapon), advanced
a failed save or half as much on a successful one.
You gain a +3 bonus to attack rolls made with this Once you've used this feature, you must complete a
weapon. long rest before you can use it again.
DEFENSIVE GUARD FADECASTING GUARD (ADEPT)
Item modification (vibroweapon), premium
Item modification (vibroweapon), advanced
This weapon gains the defensive 1 property. If it While using this item as your focus, you gain a +3
already has the defensive property, its defensive bonus to the force save DC of powers that require a
number increases by 1, to a maximum of 3. Strength or Constitution saving throw.
DEFENSIVE GUARD (CHAMPION) FADECASTING GUARD (APPRENTICE)
Item modification (vibroweapon), artifact
Item modification (vibroweapon), premium
This weapon gains the defensive 3 property. If it While using this item as your focus, you gain a +1
already has the defensive property, its defensive bonus to the force save DC of powers that require a
number increases to 3. Strength or Constitution saving throw.
DEFENSIVE GUARD (SUPERIOR) FADECASTING GUARD (JOURNEYMAN)
Item modification (vibroweapon), advanced
Item modification (vibroweapon), prototype
This weapon gains the defensive 2 property. If it While using this item as your focus, you gain a +2
already has the defensive property, its defensive bonus to the force save DC of powers that require a
number increases by 2, to a maximum of 3. Strength or Constitution saving throw.
DIRE ASCENDANCY GUARD FADECASTING GUARD (NOVICE)
Item modification (vibroweapon), artifact
Item modification (vibroweapon), standard
This weapon gains the dire 3 property. If it already has While using this item as your focus, you gain a +1
the dire property, its dire number increases to 3. bonus to the force save DC of powers that require a
DIRE FIGHTING GUARD Strength or Constitution saving throw and a -1 penalty
Item modification (vibroweapon), premium
to the force save DC of powers that require a Dexterity
This weapon gains the dire 1 property. If it already has or Intelligence saving throw.
the dire property, its dire number increases by 1, to a FADECASTING OSCILLATOR MK I
maximum of 3. Item modification (vibroweapon), standard
DIRE MASTERY GUARD While using this item as your focus, you gain a +1
Item modification (vibroweapon), advanced
bonus to the tech save DC of powers that require a
This weapon gains the dire 2 property. If it already has Strength or Constitution saving throw and a -1 penalty
the dire property, its dire number increases by 2, to a to the tech save DC of powers that require a Dexterity
maximum of 3. or Intelligence saving throw.
This weapon gains the disarming property. While using this item as your focus, you gain a +1
bonus to the tech save DC of powers that require a
DISGUISED GUARD Strength or Constitution saving throw.
Item modification (vibroweapon), standard
DOUBLE GUARD While using this item as your focus, you gain a +2
Item modification (vibroweapon), advanced
bonus to the tech save DC of powers that require a
Prerequisite: Lacks two-handed or versatile property
Strength or Constitution saving throw.
This weapon gains the double property, with a double
damage value equal to its normal damage. FADECASTING OSCILLATOR MK IV
Item modification (vibroweapon), advanced
DISRUPTION OSCILLATOR While using this item as your focus, you gain a +3
Item modification (vibroweapon), premium
bonus to the tech save DC of powers that require a
This weapon gains the disruptive property. Strength or Constitution saving throw.
FIBER-ALLOY GUARD
Item modification (vibroweapon), advanced
Prerequisite: Lacks dexterity, two-handed, or versatile You install a secondary firemode that launches a
property
harpoon attached to a tightly coiled cord. With this
This weapon gains the finesse property. harpoon, you can make a ranged weapon attack with a
range of 30/60. On a hit, it deals 1d6 kinetic damage.
FLASHLIGHT GUARD This attack can target a surface, object, or creature.
Item modification (vibroweapon), standard
A creature struck by this attack is impaled by the
You affix a targeted light to this weapon. As a bonus harpoon. As an action, a creature can attempt to
action, you can toggle the light on or off. While on, this remove the harpoon. Removing the harpoon requires a
weapon sheds bright light in a 60-foot cone. DC 15 Strength check. While the harpoon is stuck in the
GUARD AMPLIFIER (ADEPT) target, you are connected to the target by a 60 foot
Item modification (vibroweapon), advanced
cable.
While using this item as your focus, you gain a +3 While connected in this manner, you can use your
bonus to melee force attacks. bonus action to activate the reel, pulling yourself to the
location if the target is your size or larger. A creature or
GUARD AMPLIFIER (APPRENTICE) object smaller than you is pulled to you. Alternatively,
Item modification (vibroweapon), premium
you can opt to release the cable (no action required).
While using this item as your focus, you gain a +1 Once you've used this feature, you can't use it again
bonus to melee force attacks. until you recover and reinsert the harpoon as an
action.
GUARD AMPLIFIER (JOURNEYMAN)
Item modification (vibroweapon), prototype
HEAVY OSCILLATOR
While using this item as your focus, you gain a +2 Item modification (vibroweapon), premium
bonus to melee force attacks. This weapon gains the heavy property.
GUARD AMPLIFIER (NOVICE) KEEN OSCILLATOR
Item modification (vibroweapon), standard
Item modification (vibroweapon), premium
While using this item as your focus, you gain a +1 This weapon gains the keen 1 property. If it already has
bonus to melee force attacks and a -1 penalty to the keen property, its keen number increases by 1, to a
ranged force attacks. maximum of 3.
While using this item as your focus, you gain a +3 This weapon gains the keen 2 property. If it already has
bonus to ranged force attacks. the keen property, its keen number increases by 2, to a
maximum of 3.
GUARD RANGEFINDER (APPRENTICE)
Item modification (vibroweapon), premium
KEEN OSCILLATOR (DEVASTATING)
While using this item as your focus, you gain a +1 Item modification (vibroweapon), artifact
bonus to ranged force attacks. This weapon gains the keen 3 property. If it already has
the keen property, its keen number increases to 3.
GUARD RANGEFINDER (JOURNEYMAN)
Item modification (vibroweapon), prototype
LIGHT OSCILLATOR
While using this item as your focus, you gain a +2 Item modification (vibroweapon), premium
bonus to ranged force attacks. This weapon gains the light property.
While using this item as your focus, you gain a +1 This weapon ignores resistance to kinetic damage.
bonus to ranged force attacks and a -1 penalty to
melee force attacks. MONOMOLECULAR OSCILLATOR MK II
Item modification (vibroweapon), advanced
When you have advantage on an attack roll you make While using this item as your focus, you gain a +1
with this weapon, get the same result on both dice bonus to melee tech attacks and a -1 penalty to ranged
rolls, and hit, you deal three additional weapon dice tech attacks.
worth of damage.
OSCILLATING AMPLIFIER MK II
NAGAI EDGE (IMPROVED) Item modification (vibroweapon), premium
number increases by 1, to a maximum of 18. While using this item as your focus, you gain a +3
bonus to melee tech attacks.
NEURALIZING OSCILLATOR MK II
Item modification (vibroweapon), premium
OSCILLATING RANGEFINDER MK I
This weapon gains the neuralizing 14 property. If it Item modification (vibroweapon), standard
already has the neuralizing property, its neuralizing While using this item as your focus, you gain a +1
number increases by 2, to a maximum of 18. bonus to ranged tech attacks and a -1 penalty to melee
tech attacks.
NEURALIZING OSCILLATOR MK III
Item modification (vibroweapon), prototype
OSCILLATING RANGEFINDER MK II
This weapon gains the neuralizing 15 property. If it Item modification (vibroweapon), premium
already has the neuralizing property, its neuralizing While using this item as your focus, you gain a +1
number increases by 3, to a maximum of 18. bonus to ranged tech attacks.
This weapon gains the neuralizing 16 property. If it While using this item as your focus, you gain a +2
already has the neuralizing property, its neuralizing bonus to ranged tech attacks.
number increases by 4, to a maximum of 18. OSCILLATING RANGEFINDER MK IV
NEURALIZING OSCILLATOR MK V Item modification (vibroweapon), advanced
NEURALIZING OSCILLATOR MK VI When you deal damage with this weapon, you deal an
Item modification (vibroweapon), artifact
additional 1d4 acid, cold, fire, lightning, poison, or
This weapon gains the neuralizing 18 property. If it sonic damage (chosen by the GM when generating this
already has the neuralizing property, its neuralizing item).
number increases to 18.
OSTRINE EDGE (DEVASTATING)
NEUTRONIUM EDGE (AVERAGE) Item modification (vibroweapon), artifact
weapon. When you deal damage with this weapon, you deal an
additional 1d6 acid, cold, fire, lightning, poison, or
NEUTRONIUM EDGE (MAJOR) sonic damage (chosen by the GM when generating this
Item modification (vibroweapon), prototype
item).
You gain a +2 bonus to damage rolls made with this
weapon. PACNORVAL CHEM INTEGRATOR
Item modification (vibroweapon), premium
NEUTRONIUM EDGE (MINOR) You can apply poisons to this weapon as a bonus
Item modification (vibroweapon), standard
action, instead of an action.
You gain a +1 bonus to damage rolls and a -1 penalty
to attack rolls made with this weapon.
This weapon gains the piercing 1 property. If it already While using this item as your focus, you gain a +3
has the piercing property, its piercing number bonus to the tech save DC of powers that require a
increases by 1, to a maximum of 3. Dexterity or Intelligence saving throw.
PIERCING OSCILLATOR (DEADLY) RETURNING WEAPON GUARD
Item modification (vibroweapon), advanced
Item modification (vibroweapon), artifact
This weapon gains the piercing 2 property. If it already Prerequisite: Thrown property
has the piercing property, its piercing number This weapon gains the returning property.
increases by 2, to a maximum of 3.
RZ-3 EXTENDER FRAME
PIERCING OSCILLATOR (DEVASTATING) Item modification (vibroweapon), advanced
When you deal damage with this weapon, you can roll
RENDCASTING GUARD (ADEPT) a d4 and add the result to the total.
Item modification (vibroweapon), advanced
While using this item as your focus, you gain a +3 SERRATED EDGE MK II
bonus to the force save DC of powers that require a Item modification (vibroweapon), advanced
Dexterity or Intelligence saving throw. When you deal damage with this weapon, you can roll
a d6 and add the result to the total.
RENDCASTING GUARD (APPRENTICE)
Item modification (vibroweapon), premium
SERRATED EDGE MK III
While using this item as your focus, you gain a +1 Item modification (vibroweapon), legendary
bonus to the force save DC of powers that require a When you deal damage with this weapon, you can roll
Dexterity or Intelligence saving throw. a d8 and add the result to the total.
While using this item as your focus, you gain a +2 When you deal damage with this weapon, you can roll
bonus to the force save DC of powers that require a a d10 and add the result to the total.
Dexterity or Intelligence saving throw. SHOCKING OSCILLATOR
RENDCASTING GUARD (NOVICE) Item modification (vibroweapon), standard
Dexterity or Intelligence saving throw and a -1 penalty This weapon gains the shocking 15 property. If it
to the tech save DC of powers that require a Wisdom already has the shocking property, its shocking
or Charisma saving throw. number increases by 3, to a maximum of 18.
RENDCASTING OSCILLATOR MK II SHOCKING OSCILLATOR MK IV
Item modification (vibroweapon), premium
Item modification (vibroweapon), advanced
While using this item as your focus, you gain a +1 This weapon gains the shocking 16 property. If it
bonus to the tech save DC of powers that require a
already has the shocking property, its shocking
Dexterity or Intelligence saving throw. number increases by 4, to a maximum of 18.
RENDCASTING OSCILLATOR MK III SHOCKING OSCILLATOR MK V
Item modification (vibroweapon), prototype
Item modification (vibroweapon), legendary
This weapon gains the shocking 18 property. If it This weapon gains thrown (20/60) property. If it already
already has the shocking property, its shocking has the thrown property, the range increases by 10/30.
number increases to 18.
THROWING WEAPON GUARD (IMPROVED)
SONOROUS OSCILLATOR Item modification (vibroweapon), prototype
SONOROUS OSCILLATOR MK III As a bonus action, you can coat this weapon in a thin
Item modification (vibroweapon), prototype
layer of poison for 1 minute. The next time you hit with
This weapon gains the sonorous 15 property. If it the weapon, the creature must make a DC 15
already has the sonorous property, its sonorous Constitution saving throw. On a failed save, a creature
number increases by 3, to a maximum of 18. takes 1d10 poison damage and becomes poisoned for
1 minute.
SONOROUS OSCILLATOR MK IV Once you've used this feature, you must complete a
Item modification (vibroweapon), advanced
long rest before you can use it again.
This weapon gains the sonorous 16 property. If it
already has the sonorous property, its sonorous VERSATILE FRAME
number increases by 4, to a maximum of 18. Item modification (vibroweapon), premium
This weapon gains the sonorous 18 property. If it This weapon gains the versatile (1d12) property. If it
already has the sonorous property, its sonorous already has the versatile property, the versatile
number increases to 18. damage increases by two steps (from 2d4 to d12, d10
STAGGERING OSCILLATOR to 2d6, from d12 to 3d4, or from 2d6 to 3d4).
Item modification (vibroweapon), standard
VERSATILE FRAME (CHAMPION)
When you hit with the weapon, you can force the Item modification (vibroweapon), artifact
target to make a DC 13 Strength saving throw. On a Prerequisite: Lacks double or two-handed property
failed save, the creature is pushed back 10 feet and This weapon gains the versatile (2d6) property. If it
knocked prone. already has the versatile property, the versatile
Once you've used this feature, you must complete a damage increases by three steps (from 2d4 to 2d6, d10
short or long rest before you can use it again. to 3d4, from d12 to 3d4, or from 2d6 to 3d4).
THROWING WEAPON GUARD (BASIC) VICIOUS ASCENDANCY GUARD
Item modification (vibroweapon), standard
Item modification (vibroweapon), artifact
This weapon gains thrown (10/30) property. If it already This weapon gains the vicious 3 property. If it already
has the thrown property, the range increases by 5/15. has the vicious property, its vicious number increases
THROWING WEAPON GUARD (CHAMPION) to 3.
Item modification (vibroweapon), artifact
VICIOUS FIGHTING GUARD
This weapon gains thrown (60/180) property. If it Item modification (vibroweapon), premium
already has the thrown property, the range increases This weapon gains the vicious 1 property. If it already
by 30/90. has the vicious property, its vicious number increases
THROWING WEAPON GUARD (EXCEPTIONAL) by 1, to a maximum of 3.
Item modification (vibroweapon), legendary
VICIOUS MASTERY GUARD
This weapon gains thrown (50/150) property. If it Item modification (vibroweapon), advanced
already has the thrown property, the range increases This weapon gains the vicious 2 property. If it already
by 25/75. has the vicious property, its vicious number increases
by 2, to a maximum of 3.
Enlarging Processor (Outstanding) Legendary This item gains the absorbing 4 property. If it already
has the absorbing property, its absorbing number
Expanding Amplifier (Exceptional) Legendary increases by 4, to a maximum of 12.
Extending Motherboard (Exceptional) Legendary
ABSORBING AMPLIFIER MK III
Increasing Motherboard Mk V Legendary Item modification (wristpad), prototype
Inflating Amplifier (Outstanding) Legendary This item gains the absorbing 6 property. If it already
has the absorbing property, its absorbing number
Mitigating Processor Mk V Legendary
increases by 6, to a maximum of 12.
Repelling Motherboard (Outstanding) Legendary
ABSORBING AMPLIFIER MK IV
Sienar Starfire X-Force Mk II Legendary
Item modification (wristpad), advanced
Storing Dataport (Exceptional) Legendary This item gains the absorbing 8 property. If it already
Surging Processor Mk V Legendary has the absorbing property, its absorbing number
increases by 8, to a maximum of 12.
Absorbing Amplifier Mk VI Artifact
Accessing Motherboard (Prime) Artifact ABSORBING AMPLIFIER MK V
Item modification (wristpad), legendary
Repelling Motherboard (Prime) Artifact This item gains the accessing 4 property. If it already
has the accessing property, its accessing number
Storing Dataport (Champion) Artifact
increases by 4, to a maximum of 6.
Surging Processor Mk VI Artifact
ACCESSING MOTHERBOARD (LEADING)
Withering Processor (Ascendancy) Artifact
Item modification (wristpad), prototype
This item gains the accessing 1 property. If it already This item's constitution number is reduced by three
has the accessing property, its accessing number steps (from 21 to 15, 19 to 13, or 17 to 11). If the
increases by 1, to a maximum of 6. constitution number is 15 or lower, this modification
removes the constitution property from it entirely.
AMPLIFYING PROCESSOR (ASCENDANCY)
Item modification (wristpad), artifact
CONSTITUTION DATAPORT (SUPERIOR)
This item gains the amplifying 3 property. If it already Item modification (wristpad), advanced
has the amplifying property, its amplifying number This item's constitution number is reduced by four
increases to 3. steps (from 21 to 13 or 19 to 11). If the constitution
number is 17 or lower, this modification removes the
AMPLIFYING PROCESSOR (FIGHTING) constitution property from it entirely.
Item modification (wristpad), premium
This item gains the amplifying 1 property. If it already CZERKA ELITE PRO MK V
has the amplifying property, its amplifying number Item modification (wristpad), legendary
increases by 1, to a maximum of 3. When you cast a tech power with this wristpad and at
least one creature fails its saving throw to resist its
AMPLIFYING PROCESSOR (MASTERY) effects, you gain a d12 that you can roll and add to the
Item modification (wristpad), advanced
damage or healing of a tech power you cast. This die
This item gains the amplifying 2 property. If it already lasts for 1 minute, and you can only have one at a time.
has the amplifying property, its amplifying number
increases by 2, to a maximum of 3. DISPELLING DATAPORT (BASIC)
Item modification (wristpad), standard
BANSCHE ADVANCED 2ZBC This item gains the dispelling 1 property. If it already
Item modification (wristpad), prototype
has the dispelling property, its dispelling number
When you spend tech points and deal damage with a increases by 1, to a maximum of 6.
tech power cast through this wristpad, you deal
additional damage equal to the number of tech points DISPELLING DATAPORT (CHAMPION)
spent. Item modification (wristpad), artifact
removes the constitution property from it entirely. This item gains the dispelling 2 property. If it already
has the dispelling property, its dispelling number
CONSTITUTION DATAPORT (CHAMPION) increases by 2, to a maximum of 6.
Item modification (wristpad), artifact
CONSTITUTION DATAPORT (EXCEPTIONAL) This item gains the dispelling 3 property. If it already
Item modification (wristpad), legendary
has the dispelling property, its dispelling number
This item's constitution number is reduced by five increases by 3, to a maximum of 6.
steps (from 21 to 11). If the constitution number is 19
or lower, this modification removes the constitution DISPELLING DATAPORT (SUPERIOR)
property from it entirely. Item modification (wristpad), advanced
modification removes the constitution property from it This item gains the elongating 5 property. If it already
entirely. has the elongating property, its elongating number
increases by 5, to a maximum of 30.
This item gains the elongating 10 property. If it already This item gains the expanding 5 property. If it already
has the elongating property, its elongating number has the expanding property, its expanding number
increases by 10, to a maximum of 30. increases by 5, to a maximum of 30.
ELONGATING DATAPORT MK III EXPANDING AMPLIFIER (CHAMPION)
Item modification (wristpad), prototype
Item modification (wristpad), artifact
This item gains the elongating 15 property. If it already This item gains the expanding 30 property. If it already
has the elongating property, its elongating number has the expanding property, its expanding number
increases by 15, to a maximum of 30. increases to 30.
This item gains the elongating 20 property. If it already This item gains the expanding 25 property. If it already
has the elongating property, its elongating number has the expanding property, its expanding number
increases by 20, to a maximum of 30. increases by 25, to a maximum of 30.
ELONGATING DATAPORT MK V EXPANDING AMPLIFIER (FINE)
Item modification (wristpad), legendary
Item modification (wristpad), premium
This item gains the elongating 25 property. If it already This item gains the expanding 10 property. If it already
has the elongating property, its elongating number has the expanding property, its expanding number
increases by 25, to a maximum of 30. increases by 10, to a maximum of 30.
ELONGATING DATAPORT MK VI EXPANDING AMPLIFIER (IMPROVED)
Item modification (wristpad), artifact
Item modification (wristpad), prototype
This item gains the elongating 30 property. If it already This item gains the expanding 15 property. If it already
has the elongating property, its elongating number has the expanding property, its expanding number
increases to 30. increases by 15, to a maximum of 30.
ENLARGING PROCESSOR (ADEQUATE) EXPANDING AMPLIFIER (SUPERIOR)
Item modification (wristpad), premium
Item modification (wristpad), advanced
This item gains the enlarging 10 property. If it already This item gains the expanding 20 property. If it already
has the enlarging property, its enlarging number has the expanding property, its expanding number
increases by 10, to a maximum of 30. increases by 20, to a maximum of 30.
ENLARGING PROCESSOR (EXCELLENT) EXTENDING MOTHERBOARD (BASIC)
Item modification (wristpad), advanced
Item modification (wristpad), standard
This item gains the enlarging 20 property. If it already This item gains the extending 5 property. If it already
has the enlarging property, its enlarging number has the extending property, its extending number
increases by 20, to a maximum of 30. increases by 5, to a maximum of 30.
This item gains the enlarging 15 property. If it already This item gains the extending 30 property. If it already
has the enlarging property, its enlarging number has the extending property, its extending number
increases by 15, to a maximum of 30. increases to 30.
ENLARGING PROCESSOR (OUTSTANDING) EXTENDING MOTHERBOARD (EXCEPTIONAL)
Item modification (wristpad), legendary
Item modification (wristpad), legendary
This item gains the enlarging 25 property. If it already This item gains the extending 25 property. If it already
has the enlarging property, its enlarging number has the extending property, its extending number
increases by 25, to a maximum of 30. increases by 25, to a maximum of 30.
ENLARGING PROCESSOR (PRIME) EXTENDING MOTHERBOARD (FINE)
Item modification (wristpad), artifact
Item modification (wristpad), premium
This item gains the enlarging 30 property. If it already This item gains the extending 10 property. If it already
has the enlarging property, its enlarging number has the extending property, its extending number
increases to 30. increases by 10, to a maximum of 30.
ENLARGING PROCESSOR (SIMPLE) EXTENDING MOTHERBOARD (IMPROVED)
Item modification (wristpad), standard
Item modification (wristpad), prototype
This item gains the enlarging 5 property. If it already This item gains the extending 15 property. If it already
has the enlarging property, its enlarging number has the extending property, its extending number
increases by 5, to a maximum of 30. increases by 15, to a maximum of 30.
This item gains the extending 20 property. If it already This item gains the increasing 30 property. If it already
has the extending property, its extending number has the increasing property, its increasing number
increases by 20, to a maximum of 30. increases by 30, to a maximum of 60.
FADECASTING PROCESSOR (DUELING) INCREASING MOTHERBOARD MK IV
Item modification (wristpad), prototype
Item modification (wristpad), advanced
While using this item as your focus, you gain a +2 This item gains the increasing 40 property. If it already
bonus to the tech save DC of powers that require a has the increasing property, its increasing number
Strength or Constitution saving throw. increases by 40, to a maximum of 60.
While using this item as your focus, you gain a +1 This item gains the increasing 50 property. If it already
bonus to the tech save DC of powers that require a has the increasing property, its increasing number
Strength or Constitution saving throw. increases by 50, to a maximum of 60.
FADECASTING PROCESSOR (MASTERY) INCREASING MOTHERBOARD MK VI
Item modification (wristpad), advanced
Item modification (wristpad), artifact
While using this item as your focus, you gain a +3 This item gains the increasing 60 property. If it already
bonus to the tech save DC of powers that require a has the increasing property, its increasing number
Strength or Constitution saving throw. increases to 60.
FADECASTING PROCESSOR (TRAINING) INFLATING AMPLIFIER (ADEQUATE)
Item modification (wristpad), standard
Item modification (wristpad), premium
While using this item as your focus, you gain a +1 This item gains the inflating 10 property. If it already
bonus to the tech save DC of powers that require a has the inflating property, its inflating number
Strength or Constitution saving throw and a -1 penalty increases by 10, to a maximum of 30.
to the tech save DC of powers that require a Dexterity
or Intelligence saving throw. INFLATING AMPLIFIER (EXCELLENT)
Item modification (wristpad), advanced
FADING MOTHERBOARD (ASCENDANCY) This item gains the inflating 20 property. If it already
Item modification (wristpad), artifact
has the inflating property, its inflating number
This item gains the fading 3 property. If it already has increases by 20, to a maximum of 30.
the fading property, its fading number increases to 3.
INFLATING AMPLIFIER (LEADING)
FADING MOTHERBOARD (FIGHTING) Item modification (wristpad), prototype
has the increasing property, its increasing number This item gains the inflating 5 property. If it already has
increases by 10, to a maximum of 60. the inflating property, its inflating number increases by
5, to a maximum of 30.
INCREASING MOTHERBOARD MK II
Item modification (wristpad), premium
MERENDATA EXCELCIOR
This item gains the increasing 20 property. If it already Item modification (wristpad), standard
has the increasing property, its increasing number When you deal cold damage to a creature with a tech
increases by 20, to a maximum of 60. power cast through this wristpad, the creature gains 1
slowed level until the end of its next turn.
This item gains the mitigating 1 property. If it already While using this item as your focus, you gain a +3
has the mitigating property, its mitigating number bonus to ranged tech attacks.
increases by 1, to a maximum of 6.
PROCESSING RANGEFINDER (TRAINING)
MITIGATING PROCESSOR MK II Item modification (wristpad), standard
While using this item as your focus, you gain a +1 While using this item as your focus, you gain a +3
bonus to melee tech attacks. bonus to the tech save DC of powers that require a
Dexterity or Intelligence saving throw.
PROCESSING AMPLIFIER (MASTERY)
Item modification (wristpad), advanced
RENDCASTING PROCESSOR (TRAINING)
While using this item as your focus, you gain a +3 Item modification (wristpad), standard
bonus to melee tech attacks. While using this item as your focus, you gain a +1
bonus to the tech save DC of powers that require a
PROCESSING AMPLIFIER (TRAINING) Dexterity or Intelligence saving throw and a -1 penalty
Item modification (wristpad), standard
to the tech save DC of powers that require a Wisdom
While using this item as your focus, you gain a +1 or Charisma saving throw.
bonus to melee tech attacks and a -1 penalty to ranged
tech attacks. RENDING AMPLIFIER (ASCENDANCY)
Item modification (wristpad), artifact
PROCESSING RANGEFINDER (DUELING) This item gains the rending 3 property. If it already has
Item modification (wristpad), prototype
the rending property, its rending number increases to
While using this item as your focus, you gain a +2 3.
bonus to ranged tech attacks.
RENDING AMPLIFIER (FIGHTING)
PROCESSING RANGEFINDER (FIGHTING) Item modification (wristpad), premium
This item gains the rending 2 property. If it already has When you spend tech points to cast a tech power that
the rending property, its rending number increases by restores hit points to a creature, the creature gains a
2, to a maximum of 3. number of temporary hit points equal to the number
of tech points spent.
REPELLING MOTHERBOARD (ADEQUATE)
Item modification (wristpad), premium
SIENAR STARFIRE X-FORCE MK II
This item gains the repelling property, but the DC to Item modification (wristpad), legendary
interrupt or dispel your powers is equal to 10 + the When you spend tech points to cast a tech power that
power's level, or 8 + your proficiency bonus + your restores hit points to a creature, the creature gains a
casting modifier for that power, whichever is greater. number of temporary hit points equal to twice the
number of tech points spent.
REPELLING MOTHERBOARD (EXCELLENT)
Item modification (wristpad), advanced
STORING DATAPORT (BASIC)
This item gains the repelling property, but the DC to Item modification (wristpad), standard
interrupt or dispel your powers is equal to 10 + the This item gains the storing 1 property. If it already has
power's level, or 8 + twice your proficiency bonus + the storing property, its storing number increases by 1,
your casting modifier for that power, whichever is to a maximum of 6.
greater. Additionally, creatures always have
disadvantage on ability checks to dispel or interrupt STORING DATAPORT (CHAMPION)
your powers. Item modification (wristpad), artifact
This item gains the repelling property, but the DC to STORING DATAPORT (EXCEPTIONAL)
interrupt or dispel your powers is equal to 10 + the Item modification (wristpad), legendary
power's level, or 8 + twice your proficiency bonus + This item gains the storing 5 property. If it already has
your casting modifier for that power, whichever is the storing property, its storing number increases by 5,
greater. to a maximum of 6.
This item gains the repelling property, but the DC to This item gains the storing 2 property. If it already has
interrupt or dispel your powers is equal to 10 + the the storing property, its storing number increases by 2,
power's level, or 8 + twice your proficiency bonus + to a maximum of 6.
your casting modifier for that power, whichever is
STORING DATAPORT (IMPROVED)
greater. Additionally, creatures always have Item modification (wristpad), prototype
disadvantage on ability checks to dispel or interrupt This item gains the storing 3 property. If it already has
your powers, and when a creatures make an ability the storing property, its storing number increases by 3,
check to dispel or interrupt your powers with to a maximum of 6.
disadvantage, they must reroll one of the dice once
(your choice). STORING DATAPORT (SUPERIOR)
Item modification (wristpad), advanced
REPELLING MOTHERBOARD (PRIME) This item gains the storing 4 property. If it already has
Item modification (wristpad), artifact
the storing property, its storing number increases by 4,
This item gains the repelling property, but the DC to
to a maximum of 6.
interrupt or dispel your powers is equal to 10 + the
power's level, or 8 + twice your proficiency bonus + SURGING PROCESSOR MK I
your casting modifier for that power, whichever is Item modification (wristpad), standard
greater. Additionally, creatures always have This item gains the surging 1 property. If it already has
disadvantage on ability checks to dispel or interrupt the surging property, its surging number increases by
your powers, and when a creatures make an ability 1, to a maximum of 6.
check to dispel or interrupt your powers with
disadvantage, they must reroll each of the dice once (at SURGING PROCESSOR MK II
your discretion). Item modification (wristpad), premium
SURGING PROCESSOR MK V
Item modification (wristpad), legendary
Requires attunement
Shield (Exceptional) Legendary This modifiable shield chassis comes with vacant
Shield Chassis (Legendary) Legendary
modification slots for armor modifications. It can
house modifications of premium rarity or lower.
Shield (Champion) Artifact
Shield Chassis (Artifact) Artifact
SHIELD CHASSIS (PROTOTYPE)
Shield (any), prototype
Additionally, while wielding this shield, damage you This modifiable shield chassis comes with vacant
take is reduced by 2. If this would reduce the damage modification slots for armor modifications, as well as
to 0, the damage is instead reduced to 1. one augment slot. It can house modifications of
advanced rarity or lower.
SHIELD (EXCEPTIONAL)
Shield (any), legendary VERPINE AUTO-SHIELDING UNIT
You have a +3 bonus to AC while wielding this shield. Shield (medium shield generator), advanced
take is reduced by 1. If this would reduce the damage While wearing this shield generator, you can speak its
to 0, the damage is instead reduced to 1. command word as a bonus action to cause it to
animate. The shield projects into the air and hovers in
SHIELD (FINE) your space to protect you as if you were wielding it,
Shield (any), premium
leaving your hands free. The shield remains animated
You have a +1 bonus to AC while wielding this shield. for 1 minute, until you use a bonus action to end this
effect, or until you are incapacitated or die, at which
SHIELD (IMPROVED) point the shield deactivates.
Shield (any), prototype
The pinnacle of Verpine scientists' shameless theft of
You have a +2 bonus to AC while wielding this shield. ancient Arkanian energy shield designs.
SHIELD (SUPERIOR)
Shield (any), advanced
Requires attunement
Requires attunement
WEAPON (CHAMPION)
Weapon (any), artifact
Requires attunement
Requires attunement
Shoulder Cannon (Fine) Premium This modifiable blaster chassis comes with vacant
Sparkles Premium modification slots for blaster modifications, as well as
Xerrol Nightstinger Rifle Premium
one augment slot. It can house modifications of
prototype rarity or lower.
Blaster Chassis (Prototype) Prototype
Charric Pistol Prototype
BLASTER CHASSIS (STANDARD)
Weapon (any blaster), standard
Shoulder Cannon (Improved) Prototype This modifiable blaster chassis comes with vacant
modification slots for blaster modifications. It can
Torchy Prototype
house modifications of standard rarity.
Blaster Chassis (Advanced) Advanced
CHARRIC PISTOL
Charric Rifle Advanced
Weapon (blaster pistol), prototype
Grenade Launcher (Superior) Advanced You have a +1 bonus to attack and damage rolls with
Shoulder Cannon (Superior) Advanced this weapon. Additionally, it has the disarming
property, and when a creature tries to reduce the
Blaster Chassis (Legendary) Legendary damage of a shot from this weapon with a feature or
Grenade Launcher (Exceptional) Legendary power, such as monk’s Deflect Missiles or the saber
Shoulder Cannon (Exceptional) Legendary
reflect force power, they have disadvantage on the
reduction roll. Lastly, on a hit, if the target is wearing
Blaster Chassis (Artifact) Artifact heavy armor, it deals an additional 1d6 lightning
Grenade Launcher (Champion) Artifact damage.
The proprietary Charric pistol was the standard issue
Shoulder Cannon (Champion) Artifact
weapon of all of the soldiers in the Chiss Expansionary
Defense Force.
BLASTER CHASSIS (ADVANCED)
Weapon (any blaster), advanced
CHARRIC RIFLE
Requires attunement
Weapon (sniper rifle), advanced
This modifiable blaster chassis comes with vacant You have a +2 bonus to attack and damage rolls with
modification slots for blaster modifications, as well as this weapon. Additionally, it has the disarming
one augment slot. It can house modifications of property, and when a creature tries to reduce the
advanced rarity or lower. damage of a shot from this weapon with a feature or
power, such as monk’s Deflect Missiles or the saber
BLASTER CHASSIS (ARTIFACT) reflect force power, they have disadvantage on the
Weapon (any blaster), artifact
Requires attunement
Rather than traditional power cells, the grenade You have a +1 to damage rolls made with this shotgun.
launcher fires grenades. When firing a grenade at long Additionally, this shotgun has an axe attachment,
range, or if you don't meet the grenade launcher's allowing you to make a melee weapon attack with it.
strength requirement, creatures within the radius of The axe is a melee weapon that you are proficient with,
the grenade's explosion have advantage on the saving and deals 1d8 kinetic damage.
throw. If you lack proficiency in the grenade launcher, Additionally, when you use this shotgun as an
you must roll the damage dice twice and take the improvised weapon, you are considered proficient in it,
lesser total. You have a +3 bonus to the save DC and and it deals 1d8 kinetic damage on a hit.
deal two additional damage dice with grenades fired by "Oh you want clever? Come a little closer, I'll get real
this enhanced grenade launcher. clever."
GRENADE LAUNCHER (EXCEPTIONAL) SHOULDER CANNON (CHAMPION)
Weapon (grenade launcher), legendary
Weapon (shoulder cannon), artifact
Rather than traditional power cells, the grenade Mounted in the shoulder slot, a shoulder cannon does
launcher fires grenades. When firing a grenade at long not require a free hand to use. Additionally, you have
range, or if you don't meet the grenade launcher's advantage on Strength ability checks and saving throws
strength requirement, creatures within the radius of to avoid being disarmed of this weapon. You have a +3
the grenade's explosion have advantage on the saving bonus to attack rolls and deal an additional 1d10
throw. If you lack proficiency in the grenade launcher, damage with this enhanced shoulder cannon, which
you must roll the damage dice twice and take the has the smart (20, +6) property.
lesser total. You have a +3 bonus to the save DC and
deal one additional damage die with grenades fired by SHOULDER CANNON (EXCEPTIONAL)
this enhanced grenade launcher. Weapon (shoulder cannon), legendary
lesser total. You have a +1 bonus to the save DC and Mounted in the shoulder slot, a shoulder cannon does
damage rolls of grenades fired by this enhanced not require a free hand to use. Additionally, you have
grenade launcher. advantage on Strength ability checks and saving throws
to avoid being disarmed of this weapon. You have a +1
GRENADE LAUNCHER (IMPROVED) bonus to attack and damage rolls made with this
Weapon (grenade launcher), prototype
enhanced shoulder cannon, which has the smart (16,
Rather than traditional power cells, the grenade +2) property.
launcher fires grenades. When firing a grenade at long
range, or if you don't meet the grenade launcher's SHOULDER CANNON (IMPROVED)
strength requirement, creatures within the radius of Weapon (shoulder cannon), prototype
the grenade's explosion have advantage on the saving Mounted in the shoulder slot, a shoulder cannon does
throw. If you lack proficiency in the grenade launcher, not require a free hand to use. Additionally, you have
you must roll the damage dice twice and take the advantage on Strength ability checks and saving throws
lesser total. You have a +2 bonus to the save DC and to avoid being disarmed of this weapon. You have a +2
damage rolls of grenades fired by this enhanced bonus to attack and damage rolls made with this
grenade launcher. enhanced shoulder cannon, which has the smart (17,
+3) property.
GRENADE LAUNCHER (SUPERIOR)
Weapon (grenade launcher), advanced
SHOULDER CANNON (SUPERIOR)
Rather than traditional power cells, the grenade Weapon (shoulder cannon), advanced
launcher fires grenades. When firing a grenade at long Mounted in the shoulder slot, a shoulder cannon does
range, or if you don't meet the grenade launcher's not require a free hand to use. Additionally, you have
strength requirement, creatures within the radius of advantage on Strength ability checks and saving throws
the grenade's explosion have advantage on the saving to avoid being disarmed of this weapon. You have a +3
throw. If you lack proficiency in the grenade launcher, bonus to attack and damage rolls made with this
you must roll the damage dice twice and take the enhanced shoulder cannon, which has the smart (18,
lesser total. You have a +3 bonus to the save DC and +4) property.
damage rolls of grenades fired by this enhanced
grenade launcher.
Requires attunement
Lightweapon Chassis (Legendary) Legendary This modifiable lightweapon chassis comes with vacant
Lightweapon Chassis (Artifact) Artifact
modification slots for lightweapon modifications, as
well as two augment slots. It can house modifications
of legendary rarity or lower.
DARKSABER
Weapon (martial lightsaber), legendary
LIGHTWEAPON CHASSIS (PREMIUM)
Requires attunement
Weapon (any lightweapon), premium
You gain a +3 bonus to attack and damage rolls made Requires attunement
with this enhanced lightsaber. Additionally, the weapon This modifiable lightweapon chassis comes with vacant
ignores resistance to energy damage. modification slots for lightweapon modifications. It can
When you attack a creature that has at least one house modifications of premium rarity or lower.
head with this weapon and roll a 20 on the attack roll,
you cut off one of the creature's heads. The creature LIGHTWEAPON CHASSIS (PROTOTYPE)
dies if it can't survive without the lost head. A creature Weapon (any lightweapon), prototype
damage, doesn't have or need a head, has legendary This modifiable lightweapon chassis comes with vacant
actions, or the GM decides that the creature is too big modification slots for lightweapon modifications, as
for its head to be cut off with this weapon. Such a well as one augment slot. It can house modifications of
creature instead takes an extra 6d6 energy damage prototype rarity or lower.
from the hit.
The Darksaber was an ancient and unique black- LIGHTWEAPON CHASSIS (STANDARD)
Weapon (any lightweapon), standard
Requires attunement
Requires attunement
A Large or smaller creature hit by a bolas is restrained A Large or smaller creature hit by a net is restrained
until it is freed. A bolas has no effect on formless or until it is freed. A net has no effect on formless or Huge
Huge or larger creatures. A creature can use its action or larger creatures. A creature can use its action to
to make a DC 18 Dexterity check, freeing itself or make a DC 15 Strength check, freeing itself or another
another creature within its reach on a success. The creature within its reach on a success. The net has an
bolas has an AC of 15, 30 hit points, immunity to all AC of 12, 15 hit points, immunity to all damage not
damage not dealt by melee weapons, and resistance to dealt by melee weapons, and resistance to damage
damage dealt by unenhanced melee weapons. dealt by unenhanced melee weapons. Destroying the
Destroying the bolas frees the creature without net frees the creature without harming it and
harming it and immediately ends the bolas's effects. immediately ends the net's effects. While a creature is
While a creature is restrained by a bolas, you can make restrained by a net, you can make no further attacks
no further attacks with it. with it.
Due to their unwieldy nature, bolas make ineffective
melee weapons. Melee attack rolls made with them are NET (SUPERIOR)
made at disadvantage. Weapon (net), advanced
You have a +1 bonus to attack and damage rolls with A Large or smaller creature hit by a net is restrained
this enhanced weapon. Additionally, while it is in staff until it is freed. A net has no effect on formless or Huge
mode, the save DC for its shocking property increases or larger creatures. A creature can use its action to
to 14. make a DC 17 Strength check, freeing itself or another
This more recent and less artfully designed model of creature within its reach on a success. The net has an
bo-rifle comes with a bayonet attached to the top edge. AC of 14, 25 hit points, immunity to all damage not
dealt by melee weapons, and resistance to damage
NET (FINE) dealt by unenhanced melee weapons. Destroying the
Weapon (net), premium
net frees the creature without harming it and
A Large or smaller creature hit by a net is restrained immediately ends the net's effects. While a creature is
until it is freed. A net has no effect on formless or Huge restrained by a net, you can make no further attacks
or larger creatures. A creature can use its action to with it.
make a DC 14 Strength check, freeing itself or another
creature within its reach on a success. The net has an NET (CHAMPION)
AC of 11, 10 hit points, immunity to all damage not Weapon (net), artifact
dealt by melee weapons, and resistance to damage A Large or smaller creature hit by a net is restrained
dealt by unenhanced melee weapons. Destroying the until it is freed. A net has no effect on formless or Huge
net frees the creature without harming it and or larger creatures. A creature can use its action to
immediately ends the net's effects. While a creature is make a DC 18 Strength check, freeing itself or another
restrained by a net, you can make no further attacks creature within its reach on a success. The net has an
with it. AC of 15, 30 hit points, immunity to all damage not
dealt by melee weapons, and resistance to damage
dealt by unenhanced melee weapons. Destroying the
net frees the creature without harming it and
immediately ends the net's effects. While a creature is
restrained by a net, you can make no further attacks
with it.
Requires attunement
Requires attunement
Requires attunement
Requires attunement
Requires attunement