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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.

USING THIS BOOK HIGH MASTERY


High mastery lets you add twice your proficiency
Wretched Hives is divided into eight chapters. bonus. Additionally, you always have advantage with
Chapters 1-4 are about spending time in cities, mastery, and when you make a roll with advantage at
joining factions or creating your own, and how to run this tier of proficiency, you can reroll one of the dice
inter-faction conflict. It includes information on the once. You must use the new roll. High mastery can be
major activities adventurers can engage in, as well as obtained in skills, tools, and saving throws.
the boons they gain for joining a faction and
maintaining a good standing. It also includes the rules GRAND MASTERY
for creating their own faction, if they so choose, with a Grand mastery lets you add twice your proficiency
step-by-step guide on how to build one. Lastly, it bonus. Additionally, you always have advantage with
includes rules to help govern or inspire conflict mastery, and when you make a roll with advantage at
between factions. this tier of proficiency, you can reroll each of the dice
Chapters 5-6 include new adventuring gear and once. You must use the new roll for each die. Grand
customization options to help players realize their mastery can be obtained in skills, tools, and saving
characters. It adds many new weapons and armor, throws.
including new properties, as well as all sorts of new
adventuring gear, tools, and trade goods. CRITICAL SAVING THROWS
Chapters 7-8 include the rules for enhanced items This book introduces a new mechanic that enables
and tools, including how to implement them in your saving throws to crit, both in a creature critically failing
game and give tools more weight. or succeeding on the saving throw. Natively, creatures
cannot critically fail or succeed on saving throws;
TIERS OF PROFICIENCY instead, certain features or items enable this capacity.
In addition to the two tiers of proficiency present in the
Player's Handbook—proficiency and expertise— CRITICAL FAILURES
Wretched Hives introduces four new tiers of When a creature critically fails a saving throw against
proficiency: trained, mastery, high mastery, and grand an effect that would deal damage, they treat the
mastery. Additionally, the six tiers of proficiency now effect's damage as if it had rolled the maximum.
form an established hierarchy, from trained to grand Critical Fail Range. The critical fail range of an effect
mastery. Progressing from one tier to the next is not a determines on what d20 results a creature critically
given, however; if you're proficient in a skill, and you fails a save. Typically, effects have a critical fail range of
gain that proficiency again from another source, you 0, meaning a creature can't critically fail a saving throw.
do not automatically gain expertise. Instead, in these A critical fail range of 1 would mean a creature critically
instances, you can choose another proficiency of the fails on a saving throw if they roll a 1, while a critical fail
same type, as discussed in Chapter 4 of the Player's range of 2 means a creature critically fails a saving
Handbook. throw if they roll a 1 or a 2. A critical fail range cannot
exceed 4, causing creatures to critically fail on a 1-4.
TRAINED Certain effects, such as Explosives Style, cause
Trained lets you add half your proficiency bonus. creatures to take maximum damage if they roll a 1 on
Certain features, such as the Led by the Force class the saving throw. Such effects should be treated as a
feature, grant this tier of proficiency. A character can critical fail range of 1.
be trained in skills, tools, saving throws, and weapons.
KEEN CRITICAL SAVES
When a character becomes proficient in a skill or tool, Weapons with alternate fire modes, such as burst or
they can instead choose to become trained in two bright, don't benefit from the keen property. Consider
skills or two tools, respectively. If a feature or feat extending the benefits of the keen property to the
would grant expertise in a skill or tool in which you are critical fail range for those weapons.
proficient, you would instead become proficient in the
two skills or tools in which you became trained.

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.

VARIANT: ROLLING 1 OR 20 ENGINEERS


In addition to critical failures and successes, you can Many engineer archetypes are built around modifying
consider adding the following rule as well. a specific item. For instance, armstech engineer is
If the d20 roll for a saving throw is a 20, a creature focused entirely on modifying and upgrading blasters
automatically succeeds on the saving throw, even if and vibroweapons. If you have any of these engineers
the result of their save would not meet or exceed the at the table, while using this book, you'll want to
save DC, and they treat the save as a critical success.
include the following rules:
If the d20 roll for a saving throw is a 1, a creature
automatically fails the saving throw, even if the result Engineer's class-specific chassis are not restricted to
of their save would meet or exceed the save DC, and
using mods of a certain rarity. For instance, if a 4th-
they treat the save as a critical failure.
level armstech engineer comes across an artifact rarity
blaster modification, and they are skilled enough to
CRAFTING AND BLUEPRINTS install it, they can benefit from it.
If crafting is intended to be integral to your game, your Engineer's class-specific chassis are not restricted to
player's characters should start with—and learn over only one of each modification, but if that modification
time—the blueprints to craft enhanced items over adds a bonus, such as +1 to attack rolls, or the keen 1
time. All characters with proficiency in a tool know how property, the total of that bonus across the item can
to craft all unenhanced items that are governed by that not exceed half the engineer's proficiency bonus
tool. Additionally, a character with proficiency in a tool (rounded up).
knows a number of blueprints equal to half their level Engineer's class-specific chassis can include a number
(rounded up). A character with expertise instead knows of augments up to half their proficiency bonus
a number of blueprints equal to their level. Whenever a (rounded up), which count towards their total
character gains a level, they can exchange one modifications. For instance, a 4th-level engineer, with a
blueprint they know for another one. A character can proficiency bonus of +2, can have only one augment in
only know standard blueprints at 1st level, but can their item.
learn higher rarity blueprints as they gain increase in Engineer's class-specific chassis only ever count as one
levels. A character can learn premium blueprints attunement, regardless of the rarity of the
starting at 5th level, prototype at 9th level, advanced at modifications inside it.
13th level, legendary at 17th level, and artifact at 20th
level. As GM, you can allow player's to choose their WHAT IT BRINGS
own blueprints, or you can choose for them. If a
character has proficiency in multiple tools, they Wretched Hives is designed to be an in addition to
determine their known blueprints for each tool rather than instead of. If you implement some—or all—
separately. of these rules, however, you create more powerful
For instance, a 3rd-level character with proficiency in adventuring parties. The rules included here add an
additional level of customization to characters. All of
armstech's implements knows how to create all
unenhanced blasters and vibroweapons, as well as up the rules work in conjunction with each other, but are
to two enhanced blasters or vibroweapons of standard generally not interdependent; use as much or as little
rarity. A 5th-level character with expertise, however, as you like.
can know up to five enhanced blasters or
vibroweapons of premium rarity or lower.

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:

A Mandalorian must wear armor.


A Mandalorian must speak Mando'a.
A Mandalorian must defend themself and their
family.
A Mandalorian must contribute to the overall well-
being of the clan.
A Mandalorian must raise their children as
Mandalorians.
A Mandalorian must heed Mandalore's call and
rally to their cause.

Mandalorians often share member traits of being


strong, hardy, resilient, and uncompromising. The
Mandalorian insignia—the Kyr'bes—features the skull of
a mythosaur. It is a badge of honor that Mandalorians
wear openly.

7 CHAPTER 1 | STEP-BY-STEP FACTIONS


2. ESTABLISH A HEADQUARTERS 3. DETERMINE ABILITY SCORES
Most factions have use of a headquarters. For smaller Much of what your faction does—and how it directly
factions, it might be a simple building, or even a room. affects its members—depend on its six abilities:
For larger factions, however, it might be a space ship, a Strength, Dexterity, Constitution, Intelligence,
space station, or even an entire moon or planet. A Wisdom, and Charisma. Each ability has a score, which
faction headquarters is required to recruit members to is a number you record on your faction sheet. The six
a faction. abilities and their use in the game are described in the
What type of headquarters you choose for your Using Ability Scores chapter.
faction makes a statement about how effective your You generate your faction's six ability scores using a
faction is in whatever field it operates. Choosing the standard array: 16, 14, 14, 12, 10, 8. You then take
appropriate location and appearance for your faction's these six numbers and write each number beside one
headquarters can help or hinder your ability to recruit of your faction's abilities to assign score to Strength,
new members. Dexterity, Constitution, Intelligence, and Charisma.
After assigning your ability scores, determine your
OPERATING COSTS faction's ability modifiers using the Ability Scores and
Beyond the required costs for actually maintaining a Modifiers table. To determine an ability modifier
headquarters, factions have costs directly associated without consulting the table, subtract 10 from the
with their functions. These fees might cover licensing ability score and then divide the result by 2 (round
fees, bribes, government contracts, etc. These fees down). Write the modifier next to each of your scores.
amount to roughly 1,000 cr per headquarters per
month.
Building the Mandalorians, Step 3
Mandalorians value strength above all, so we assign
Building the Mandalorians, Step 2 the highest score, 16, in Strength. The next highest
The Mandalorians have myriad headquarters scores—both 14—we apply to Constitution and
throughout the galaxy, including a massive flagship Wisdom, since Mandalorians are both resilient and
the Spirit of Vengeance. perceptive. We then apply the final three scores—12,
10, and 8—to Charisma, Dexterity, and Intelligence,
respectively. The Mandalorian ability scores and
modifiers look like this: Strength 16 (+3), Dexterity 10
(+0), Constitution 14 (+2), Intelligence 8 (-1), Wisdom
14 (+2), Charisma 12 (+1).

Ability Scores and Modifiers


Score Modifier
1 -5
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 +0
12-13 +1
14-15 +2
16-17 +3
18-19 +4
20-21 +5
22-23 +6
24-25 +7
26-27 +8
28-29 +9
30 +10

CHAPTER 1 | STEP-BY-STEP FACTIONS 8


4. RECRUITMENT

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.

9 CHAPTER 1 | STEP-BY-STEP FACTIONS


CHAPTER 2: ENTERTAINMENT AND DOWNTIME
          ny campaign benefits when characters have time between
COMPLICATIONS
           adventures to engage in other activities. Allowing
days, weeks, or months to pass between adventures The description of each activity includes a discussion of
stretches the campaign over a longer period of time complications you can throw at the characters. The
and helps to manage the characters' level progression, consequences of a complication might spawn entire
preventing them from gaining too much power too adventures, introduce NPCs to vex the party, or give
quickly. characters headaches and advantages in any number
Allowing characters to pursue side interests between of other ways. One of the most common—and
adventures also encourages players to become more recurring—types of complications is the introduction of
invested in the campaign world(s). When a character rivals.
owns a cantina in a city or spends time carousing with Each of these sections has a table that offers
the locals, the character's player becomes more likely possible complications. You can use a complication
to respond to threats to the city and its inhabitants. from the table, or invent your own complication.
As your campaign progresses, your players'
characters will not only become more powerful, but
UPTIME
also more influential and invested in the world. They While most downtime activities aren't suitable for
might be inclined to undertake projects that require enacting during a session due to the requisite time
more time between adventures, such as building and requirements, others are. For those activities suitable
maintaining a stronghold. As the party gains levels, you for engaging in during a session, uptime exists. Uptime
can add more downtime between adventures to give rules cover what actions need to be taken. Uptime
characters the time they need to pursue such interests. rules often use their own resources, Resolution, and
Whereas days or weeks might pass between low-level complications.
adventures, the amount of downtime between higher-
level adventures might be measured in months or RIVALS
years. Rivals are NPCs who oppose the characters and make
Downtime activities are tasks that usually take a their presence felt whenever the characters are
workweek (five days of work plus two days of rest) or engaging in downtime. A rival might be a villain you
longer to perform. These tasks can include buying or have featured in past adventures or plan to use in the
creating enhanced items, criminal activities, general future. Rivals can include more than just malicious
carousing, or simply working a job. A character selects entities—they might be unaligned folk who are at odds
a downtime activity from among those available, and with the characters, whether because they have
you, as GM, then follow the rules for the activity to opposing goals or they simply dislike one another. A
resolve it, informing the player of the results and any rival might be a third party the players inadvertently
complications that ensue. snubbed throughout their adventures, or simply a
vindictive bystander who is convinced that the party is
RESOURCES up to no good.
Each activity has a resource requirement, typically A rival's agenda changes over time. Though the
comprised of money and time, though some may have characters engage in downtime only between
greater requirements. The required amount of money adventures, their rivals rarely rest, continuing to spin
and time to perform an activity varies, as described in plots and work against the characters even when the
the activity's resource description. characters are off doing something else.

RESOLUTION CREATING A RIVAL


The Resolution portion of each activity's description It's possible for the characters to have one or more
tells you how to resolve it. Many activities require an rivals at a time, each with a separate agenda. At least
ability check, so be sure to note the character's one should be a villain, while the others might not be
relevant ability modifiers. Follow the steps in the nefarious characters; conflicts with those rivals might
activity, and determine the results. be social or political, rather than manifesting as direct
Most downtime activities require at least a workweek attacks.
to complete. Some activities require days, weeks (7 The best rivals have a connection with their
days), or even months (30 days). A character must adversaries on a personal level. Find links in the
spend at least 8 hours of each day engaged in the characters' backstories or the events of recent
downtime activity for that day to count toward the adventures that explain what sparked the rival's
activity's completion. actions. The best trouble to put the characters in is
For many downtime activities, the days of an activity trouble they created for themselves. You can find
don't need to be consecutive; you can spread them sample rival ties in the Example Rivals table to the
over a longer period of time than is required for the right.
activity. But that period should be no more than twice To add the right amount of detail to a rival you want
as long as the required time, otherwise you risk to create, give some thought to what the NPC is trying
introducing additional complications (see below), and to accomplish and what resources and methods the
possibly double the activity's costs to represent the rival can bring to bear against the characters.
inefficiency of the character's progress.

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME 10


GOALS
An effective rival has a clear reason for interfering with Some elements of a rivals plans might involve events
the characters' lives. Think about what the rival wants, in the world that aren't under the rival's control.
how and why the characters stand in the way, and how Whether such an event can be easily anticipated or not,
the conflict could be resolved. Ideally, a rival's goal the rival's plans might include contigencies for taking
directly involves the characters or something they care advantage of such happenings.
about.
ASSETS
PLANS Think about the resources the rival can marshal. Does
The foundation of a rival's presence in the campaign is the character have enough money to pay bribes or to
the actions the rival takes or the events that occur as a hire a small gang of mercenaries? Does the rival hold
result of that character's goals. Each time you resolve sway over any guilds, factions, or other groups? Make a
one or more workweeks of downtime, pick one of the list of the rival's assets and how they can be used.
ways a rival's plans might be advanced and introduce it
into play. EXAMPLE RIVAL: BROGG CHAK
Think about how a rival might operate in order to The Chak clan is a small but powerful family of
bring specific plans to fruition, and jot down three or geonosians traders in the city, but years ago, they
four kinds of actions the rival might undertake. Some pulled up stakes and left overnight. Brogg Chak, the
of these might be versions of the downtime activities youngest scion, has now returned to restore his
described in the --- chapter, but these are more often family's prestige.
efforts specific to that rival. These actions might be a In truth, the family fled because its members had
direct attack, such as an assassination attempt, that been evading the city's requisite taxes. A corrupt
you can play out during a session, or it might be a official who was an ally informed the family that a raid
background activity that you describe as altering the on their business was going to be conducted, so they
campaign in some way. For instance, if the characters fled the city and began operating as smugglers. After
pursue a specific artifact, the rival might learn of the climbing the ranks of their smuggling ring, Brogg—
plans and attempt to retrieve it first. along with a small army of followers—has returned to
claim his place among the elite of his former home city.
Example Rivals He vows that he will succeed, or leave the city in ruins.
d20 Rival
GOALS
Tax collector who is convinced the characters are
1 Brogg wants to become the most respected and most
dodging fees.
important merchant in town—someone to whom even
2
Politician who is concerned the characters are causing the governing body must yield.
more trouble than they solve.
PLANS
Faction leader who worries the characters are
3 Brogg plans to discredit and ruin other merchants. His
diminishing their faction's prestige.
allies spy on his opponents, disrupting their trade
Affluent individual who blames the characters for some routes, stealing their wares, and causing minor chaos.
4
recent troubles. Brogg disrupts his own warehouses to avoid suspicion.
5 Rival adventuring party. If Brogg's plan fails, he intends to use his forces to
assassinate as much of the ruling body as possible, as
6 Individual who loves a scandal enough to spark one.
well as his merchant peers.
7 Childhood rival or member of a rival clan or faction.
8 Scorned sibling or parent.
Brogg's Plans
Element  Description
Merchant who blames the characters for any business
9 Renegade droids become a noticeable problem in
woes. Event
the city. Folk demand that action be taken.
10 Newcomer out to make a mark on the world.
Supply raids become more common, and
11 Sibling or ally of a defeated enemy.
Action common folk talk of gathering a militia. Brogg
12 Official seeking to restore a tarnished reputation. contributes to the effort.
13 Deadly foe disguised as a social rival. Warehouses are burned down, ruining tens of
Action thousands of credits worth of goods. Brogg
14 Nefarious character seeking to subvert the party.
blames the city for lax response times.
15 Spurned romantic interest.
An electrical storm strikes the city, overriding and
16 Political opportunist seeking a scapegoat. Event
destroying many droids and constructs.
17 Traitorous noble looking to foment a revolution. Brogg spreads rumors that the characters or
18 Would-be tyrant who brooks no opposition. Action other rivals in town are responsible for the
increased crime.
19 Exiled noble looking for revenge.
Corrupt official worried that recent misdeeds will be ASSETS
20
revealed. Brogg has a small fortune, some noteworthy skills in
espionage, and a substantial following that is dedicated
to him.

11 CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


BOUNTY HUNTING
One of the galaxy's oldest professions, bounty hunting COMPLICATIONS
is a lucrative—but dangerous—activity that is held in Bounty hunting is a dangerous profession that involves
great esteem by adventurers.
interaction with many seedy and nefarious characters,
RESOURCES and targets rarely go willingly. Consequently, each
workweek spent bounty hunting brings a 10 percent
Bounty hunting requires one workweek and at least chance of triggering a complication.
500 cr spent on materials, bribes, gifts, and other
expenses. Spending more money increases your This is a great opportunity to create a rival to the
chance of successfully collecting your bounty, as shown party, or involve a previous rival.
in Resolution.

RESOLUTION Bounty Hunting Complications


After one workweek, the character makes a Wisdom d6 Complication
(Survival) check, with a +1 bonus per 500 cr spent Your quarry swears up-and-down that you've got the
1
beyond the initial 500 cr, up to a maximum bonus of wrong person.
+5. The character then consults the Bounty Hunting Your target manages to escape after you've collected
Roll Modifier table below. 2
your bounty, and they are coming for you.
Bounty Hunting Roll Modifier 3
Your target was very valuable to a crime boss, and
they've sworn to take revenge on you.
Ability
d100 Roll

Check DC Modifier Your target had connections with an esteemed noble


4
family, and they're publicly besmirching you.
10 +5
Your target was a high-ranking member of a guild.
15 +10 5
You've earned their ire.
20 +15
Another bounty hunter was also on the hunt. You just
25 +20 6
barely beat them, and they're not happy.
30 +25
UPTIME
The d100 Roll Modifier is added to the percentile dice Bounty hunting is another activity that many
rolled for the Bounty Hunting Results table, which is characters will find attractive, but it is better executed
discussed below. using the three pillars of adventuring. The GM can
determine that complications arise, as appropriate.
Once the player has determined their bounty hunting
roll modifier, they then roll percentile dice and consult
the Bounty Hunting Results table below.

Bounty Hunting Results


  d100   Result
40 or

You fail to catch your target.


lower
41-
You fail to catch your target, but stumble across a
70 lesser bounty, earning 500 cr
71-

You catch your target, resulting in a 1,000 cr bounty


100
101-
You catch a high-value target, resulting in a 2,500 cr
110 bounty.
111 or
You catch a kingpin, resulting in a 10,000 cr bounty
higher and a nickname.

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME 12


BUYING ENHANCED ITEMS
Purchasing an enhanced item requires time and You determine a seller's identity. Seller sometimes
money to seek out and contact people willing to sell move prototype, advanced, and legendary items
items. Even then, there is no guarantee a seller will through proxies to ensure that their identities remain
have the items a character desires. unknown.
A character looking to purchase a standard,
premium, prototype, advanced, or possibly legendary As a further option to reflect the availability of
enhanced item can spend downtime searching for a enhanced items in your campaign, you can apply up to
seller. The downtime activity can be performed only in a -10 penalty for a scarce setting, or up to a +10 bonus
a city or another location where one can find for a setting where enhanced items are more
individuals interested in parting with enhanced items. common, when resolving the d100 roll for buying
enhanced items, as appropriate.
Artifact enhanced items can't be purchased during
downtime. Finding such an item can be the substance
of an adventure in and of itself. Buying an Enhanced Item
  d100   Result
RESOURCES
40 or
A seller asking five times the item's value, or a shady
Finding enhanced items to purchase requires at least lower seller asking two and a half times the item's value.
five days of effort and 1,000 cr in expenses. Spending
more time and money increases your chance of finding 41-
A seller asking twice the item's value, or a shady
a high-quality item, as shown in Resolution. 70 seller asking the full item's value.
71-

RESOLUTION A seller asking the full item's value.


100
A character seeking to buy an enhanced item makes an 101-
A shady seller asking half the item's value, no
Intelligence (Investigation) check to determine the 110 questions asked.
rarity of the item found. The character gains a +1
111 or

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.

Purchasable Enhanced Items


Buying Complications
DC to
d100 Roll

Rarity Find Seller Modifier d6 Complication

Standard 10 +10 1 The item is a fake.

Premium 15 +0 2 The item is stolen after purchase.

Prototype 20 -10 3 The item is a relic cursed by a dark entity.

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.

13 CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


CAROUSING
Carousing is a default downtime activity for many Contacts are NPCs who now share a bond with the
characters. Between adventures, who doesn't want to character. Each one either owes the character a favor
relax with a few drinks and a group of friends at a or has some reason to hold a grudge. A hostile contact
cantina? works against the character, placing obstacles but
stopping short of committing a crime or violent act,
RESOURCES possibly even developing into a rival. Allied contacts
Carousing covers a workweek of fine food, strong are friends who will render aid to the character, but
drink, and socializing. A character can attempt to not at the risk of their lives.
carouse among lower-, middle-, or upper-class people. Lower-class contacts include criminals, laborers,
Carousing with the lower-, middle-, or upper-class costs mercenaries, a guardsman, or any other folk who
100, 500, or 2,500 cr for the workweek, respectively. normally frequent the chepeast cantina in town.
A character with an appropriate background, such as Middle-class contacts include guild members, town
noble, can easily mingle with the upper class, but other officials, merchants, and other folk who frequent well-
characters can only do so if you judge that character kept establishments.
has made sufficient contacts. Alternatively, a character Upper-class contacts are the nobles, elite, and their
might use a disguise kit to pass as a noble visiting from personal servants. Carousing with such folk covers
a distant city. formal banquets, state dinners, and the like.
Once a contact has helped or hindered a character,
If the player elects to disguise themselves, they must the character needs to carouse again to get back into
make a Charisma (Deception) check instead of a the NPC's good graces. A contact provides help only
Charisma (Persuasion) check during Resolution. once, not help for life. The contact remains friendly,
which can influence roleplaying and how the
characters interact with them, but doesn't come with a
RESOLUTION guarantee of help.
After a workweek of carousing, a character stands to You can assign specific NPCs as contacts. You might
make contacts within the selected social class. The decide that the barkeep in some wretched hovel and a
character makes a Charisma (Persuasion) check, and guard stationed at a city gate are the character's allied
consults the Carousing Roll Modifier table below: contacts. Assigning specific NPCs gives the players
concrete options. It brings the campaign to life and
Carousing Roll Modifier seeds the area with NPCs that the characters care
Ability
d100 Roll
about. On the other hand, it can prove difficult to track
Check DC Modifier and might render a contact useless if that character
10 +5 doesn't come into play.
Alternatively, you can allow the player to make an
15 +10
NPC into a contact on the spot, after carousing. When
20 +15 the characters are in the same area in which they
25 +20 caroused, a player can expend an allied contact and
designate an NPC they meet as a contact, assuming the
30 +25
NPC is of the correct social class based on how the
character caroused. The player should provide a
The d100 Roll Modifier is added to the percentile dice reasonable explanation for this relationship and work
rolled for the Carousing Results table, which is it into the game.
discussed below. Using a mix of the two approaches is a good idea,
since it gives you the added depth of specific contacts
Once the player has determined their carousing roll while giving players the freedom to ensure that the
modifier, they then roll percentile dice and consult the contacts they accumulate are useful.
Carousing Results table below. The same process can apply to hostile contacts. You
can give the character's a specific NPC they should
Carousing Results avoid, or you might introduce one at an inopportune or
d100 Result dramatic moment.
At any time, a character can have a maximum
40 or
number of unspecified allied contacts equal to 1 + the
You make a hostile contact.
lower
character's Charisma modifier (minimum of 1). Specific,
41-
named contacts don't count toward this limit—only
You make no new contacts.
70 ones that can be used at any time to declare an NPC as
71-
a contact.
You make an allied contact.
100
101-

You make two allied contacts.


110
111 or

You make three allied contacts.


higher

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME 14


COMPLICATIONS
Characters who carouse risk bar brawls, accumulating Lower-Class Carousing Complications
a cloud of nasty rumors, and building a bad reputation d8 Complication
around town. Every workweek spent carousing brings a
1 A pickpocket lifts 1d10 x 50 cr from you.
10 percent chance of a triggering a complication.
2 A bar brawl leaves you with a scar.
This is a great opportunity to create a rival to the You have fuzzy memories of doing something very, very
party, or involve a previous rival. 3
illegal, but you can't remember exactly what.
You are banned from a cantina for some obnoxious
UPTIME 4
behavior.
Players can actively engage in carousing using the After a few drinks, you swore in a public place to pursue
following rules. 5
a dangerous quest.

RESOURCES 6 Surprise! You're married.


Carousing covers fine food, strong drink, and Streaking naked through the streets seemed like a great
7
socializing. A character can attempt to carouse among idea at the time.
lower-, middle-, or upper-class people. Carousing with
Everyone is calling you by some weird, embarrassing
the lower-, middle-, or upper-class costs 20, 100, or 500 8 nickname, like Puddle Drinker or Bench Slayer, and no
cr, respectively. one will say why.
A character with an appropriate background, such as
noble, can easily mingle with the upper class, but other
characters can only do so if you judge that character
Middle-Class Carousing Complications
has made sufficient contacts. Alternatively, a character d8 Complication
might use a disguise kit to pass as a noble visiting from You accidentally insulted a guild master, and only a
a distant city. 1 public apology will let you do business with the guild
again.
If the player elects to disguise themselves, they must 2 You swore to complete some quest on behalf of a guild.
make Charisma (Deception) or Charisma (disguise kit)
checks instead of Charisma (Persuasion) checks during A particularly obnoxious person has taken an intense
3
Resolution. romantic interest in you.
4 A social gaffe has made you the talk of the town.
RESOLUTION 5 You have made a foe out of a local bounty hunter.
The character then makes five DC 20 Charisma
(Persuasion) checks. Once you've resolved all five You have been recruited to help run a local festival,
6
checks, consult the Carousing Results (Uptime) table play, or similar event.
below. 7 You made a drunken toast that scandalized the locals.

Carousing Results (Uptime) You spent an additional 1,000 cr trying to impress


8
people.
Successes   Result
You are ejected from the establishment, making Upper-Class Carousing Complications
0 successes
two or more hostile contacts.
d8 Complication
1 success You make a hostile contact.
A pushy noble family wants to marry off one of their
2 successes You make no new contacts. 1
scions to you.
3 successes You make an allied contact. You tripped and fell during a dance, and people can't
2
4 successes You make two allied contacts. stop talking about it.

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.

15 CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


CRAFTING
A character who has the time, money, and necessary
The d100 Roll Modifier is added to the percentile dice
tools can use downtime to craft all sorts of equipment.
rolled for the Crafting Results table, which is discussed
below.
RESOURCES
Unlike other downtime activities, crafting takes a
  In addition to facing a specific creature, creating an
varying amount of time based on the value of the item
item comes with a credit cost covering other materials,
being crafted. Crafting requires the tools appropriate
tools, and so on, equal to half the item's value. If all the
to the item being crafted, as shown in the Item Specific
above requirements are met, the character can
Tools table on page ---. The character also needs raw
attempt to craft the object.
materials equal to half of the item's value. To
determine how many days it takes to create an item,
Consider waiving the rare ingredients for item
divide its value by 250. More experienced craftsmen
modifications and consumables of standard and
can craft at a faster rate. A character can complete premium rarity.
multiple items at a time if the items' combined value
no greater than twice the craftsman's crafting rate.
Items that cost more than 500 cr can be completed RESOLUTION
over longer periods of time, as long as the work in After collecting all the necessary resources and
progress is stored in a safe location. spending the requisite amount of time, a character
Multiple characters can combine their efforts. Divide potentially crafts the item(s). For each item being
the time needed to create an item by the number of crafted, the character makes an Intelligence check with
characters working on it. Use your judgment when the appropriate artisan's tools, and consults the
determining how many characters can collaborate on Crafting Roll Modifier table below. If multiple craftsmen
an item. A tiny item, like a hold-out, might allow only worked on the item, use the ability scores and relevant
one or two workers, whereas a large, complex item, proficiencies for the most skilled amongst them.
like a speeder, might allow four or more workers.
Crafting Roll Modifier
CRAFTING ENHANCED ITEMS
Ability
d100 Roll

Creating an enhanced item requires more than just


Check DC Modifier
time, effort, and materials. It is a long-term process
that involves one or more adventures to track down 10 +5
rare materials and the knowledge needed to create the 15 +10
item. To start with, a character needs a blueprint for an
20 +15
enhanced item in order to create it. The blueprint is
like a recipe; it lists the materials needed and steps 25 +20
required to make an item. 30 +25
An item invariably requires a rare material to
complete it. This material can range from a specific
resource found only in the swamps of Dagobah, or the The d100 Roll Modifier is added to the percentile dice
pearl of a krayt dragon. Finding the material should rolled for the Crafting Results table, which is discussed
take place as part of an adventure. below.
The Enhanced Item Ingredients table below suggests
the challenge rating of a creature the character needs For each item being crafted, the player rolls percentile
to face to acquire the materials for an item. Note that dice and consults the Crafting Results table below,
facing a creature does not necessarily mean that the applying a modifier based on the item's rarity, as
characters must collect items from its corpse. Rather, shown in the Enhanced Item Ingredients table above.
the creature might guard a location or a resource that
character needs access to. Crafting Results
  d100   Result
Enhanced Item Ingredients
40 or
You inefficiently craft the item, expending twice the
d100 Roll
lower requisite raw materials.
Rarity CR Range Modifier
41-
You inefficiently craft the item, expending one and a
Standard 1-3 +10 70 half times the requisite raw materials.
Premium 4-7 +0 71-

You craft the item with no significant issue.


Prototype 8-11 -10 100
Advanced 12-14 -20 101-
You efficiently craft the item, using only half the
110 requisite materials*.
Legendary 15-18 -30
111 or
You expertly craft the item, using only one-quarter
Artifact 19+ -40
higher the requisite materials*.

*If the item required a rare material, you also used a


reduced amount of that material.

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME 16


CRAFTING COMPLICATIONS
Most of the complications involved in creating from the Enhanced Item Ingredients table, and then
something, especially an enhanced item, are linked to consult the Crafting Results table. At the end of
the difficulty in finding rare ingredients or components resolution, unless the character fails to meet a DC, they
needed to complete the work. The complications a learn a blueprint for an item and craft the item. The
character might face as byproducts of the creation GM can choose an item, or determine it randomly.
process are most interesting when the characters are
working on an enhanced item. Every workweek spent COMPLICATIONS
crafting brings a 10 percent chance of a triggering a Complications occur as normal during crafting.
complication.
LEARNING BLUEPRINTS
Crafting Complications Throughout their adventures, characters might
d6 Complication discover blueprints that teach them the recipes to
make specific items. If the character has the
Rumors swirl that what you're working on is unstable
1
and a threat to the community.
appropriate tools, they can spend 10 minutes studying
the blueprint. If they do so, they must make an
2 Your tools are stolen, forcing you to buy new ones. Intelligence check with those tools to attempt to learn
An affluent craftsman shows keen interest in your work the blueprint. The DC for the check is determined by
3 the rarity of the item the blueprint is for, as shown
and insists on observing you.
below in the Blueprint Learning DC by Rarity table.
A powerful wealthy individual offers a heft price for your
4
work and is not interested in hearing no for an answer. Blueprint Learning DC by Rarity
A noteworthy craftsman accuses you of stealing its Rarity Blueprint Learning DC
5
secret knowledge to fuel your work.
Standard 10
A competitor spreads rumors that your work is shoddy
6 Premium 14
and prone to failure.
Prototype 18
This is another great opportunity to create a rival to Advanced 22
the party, or involve a previous rival. Legendary 26
Artifact 30
UPTIME
Due to the required time involved in crafting, it is best On a success, the blueprint is learned. On a failure,
suited to downtime. However, characters can work on the blueprint is not learned, and you must wait 24
items in small increments, such as during a short rest, hours before you can try again.
provided they have their tools and their work readily
available and unspoiled. REVERSE ENGINEERING
Many tools have the option to reverse engineer a
EXPERIMENTING crafted item to learn how to make it themselves. Over
If a character has resources and wants to experiment the course of 1 hour, which can be done during a short
in crafting an item, using tools with which they are rest, a character can carefully disassemble an
proficient, they can attempt to participate in this enhanced item. If they do so, they must make an
variant of this downtime activity. Intelligence check with the appropriate tools. The DC
for the check is determined by the rarity of the item
RESOURCES being reverse engineered, as shown below in the
The character should first choose a rarity for which Reverse Engineering DC by Rarity table.
they want to experiment. If experimenting with
enhanced items, they should have an appropriate rare Reverse Engineer DC by Rarity
material. The character needs raw materials equal to
Rarity Reverse Engineer DC
half the maximum value of that item's rarity, as shown
in the Enhanced Item Value by Rarity table on page ---. Standard 15
If experimenting with artifact quality, the value should Premium 19
be assumed to be 1,000,000 cr. For instance, if
Prototype 23
experimenting with a premium quality item, the value
should be treated as 5,000 cr. Advanced 27
Legendary 31
RESOLUTION
Once experimenting is completed, the character Artifact 35
should make an Intelligence check with the appropriate
artisan's tools with disadvantage, and consult the On a success, the item is broken down to half of its
Crafting Roll Modifier table. If the player fails to meet a raw materials (any rare components are destroyed),
DC, no item is crafted, but all materials are expended. and the blueprint for the item is learned. On a failure,
The player should then roll percentile dice twice, taking the item is destroyed with no recoverable components,
the lesser value, and adding the appropriate modifier and the blueprint is not learned.

17 CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


CRIME
Sometimes it pays to be bad. This activity gives a Crime Results
character the chance to make some extra cash, at the   d100   Result
risk of arrest.
40 or

The robbery fails, but you escape.


RESOURCES lower

A character must spend one workweek and at least 250 41-

You earn 500 cr by robbing a struggling merchant.


cr gathering information on potential targets before 70
committing the intended crime. 71-

You earn 1,000 cr by robbing a prosperous figure.


100
RESOLUTION
101-

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.

30 +25 An unknown person contacts you, threatening to reveal


2
your crime if you don't render a service.
3 Your victim is financially ruined by your crime.
The d100 Roll Modifier is added to the percentile dice
rolled for the Crime Results table, which is discussed Someone who knows of your crime has been arrested
4
below. on an unrelated matter.
Your loot is a single, easily identifiable item that you
5
For instance, if the character makes a Dexterity can't fence in this region.
(Stealth) check, and the result is 23, they can elect to You robbed someone under the protection of a local
keep that check, resulting in +15 crime roll modifier. If 6
crime lord, who now wants revenge.
the character makes an Intelligence (security kit) check,
Your victim calls in a favor from a guard, doubling the
and the result is a 6, however, they can choose to then 7
efforts to solve the case.
make a Dexterity (Sleight of Hand) check. If the result
of that check is a 19, and the character elects to keep it, 8
Your victim asks one of your adventuring companions to
they receive a +5 crime roll modifier, since the DC for solve the crime.
each tier increased by 5 after the first check. If the
character elects to make three checks, with the results UPTIME
being 8, 9, and 17, however, they fail to meet a DC,
While crime is a very fun and engaging activity for a
since the DC for each tier increased by 5 for each
character to participate in, it is better executed using
subsequent check. In this instance, since they failed to
the three pillars of adventuring. The GM can determine
meet a DC, they are caught and jailed. that complications arise, as appropriate.
Once the player has determined their crime roll
modifier, they then roll percentile dice and consult the
Crime Results table below.

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME 18


ESPIONAGE
The galaxy is a vast place with many secrets to be Espionage Results
uncovered. Between missions, many adventurers may   d100   Result
want to spend their downtime engaging in espionage,
uncovering the galaxies secrets. 40 or
You fail to find any useful information with which to
lower blackmail, and your face is clearly identified.
RESOURCES 41-

You find no useful information.


Espionage requires one workweek finding leads, 70
bribing guards, and infiltrating clandestine locations. A 71-
You find information with which to blackmail one
character can attempt to spy on lower-, middle-, or 100 person.
upper-class people. Spying on lower-, middle-, or 101-
You find information with which to blackmail two
upper-class costs 100, 500, or 2,500 cr for the 110 people.
workweek, respectively.
111 or
You find information with which to blackmail three
RESOLUTION higher people.
The character must make at least one, but up to three
checks, and then consult the Espionage Roll Modifier Blackmail is information that can be used to coerce an
table below. If the character makes more than one activity from an NPC. Blackmail can come in a variety of
check, they can choose the highest value amongst all forms, and the value of the blackmail varies depending
checks made. However, for each check made beyond on how important the subject of the information is and
the first, the DC for each tier increases by 5. The player to whom it has value.
can choose to make a Charisma (Deception), Dexterity Lower-class blackmail includes the secrets of
(Stealth), or Intelligence (slicer's kit) check. Each check criminals, laborers, mercenaries, guardsmen; anyone
can only be made once. you might find a cheap cantina.
Middle-class blackmail includes the secrets of faction
Espionage Roll Modifier members, town officials, merchants, and people who
Ability
d100 Roll
frequent well-kept establishments.
Check DC Modifier Upper-class blackmail covers the secrets of the
nobles and elite.
10 +5
15 +10 COMPLICATIONS
20 +15 Espionage is fraught with peril. A character who
engages in espionage has a 10 percent chance of
25 +20
triggering a complication. They have an additional 10
30 +25 percent chance of triggering a complication for each
check made during Resolution beyond the first.
The d100 Roll Modifier is added to the percentile dice
rolled for the Espionage Results table, which is This is a great opportunity to create a rival to the
discussed below. party, or involve a previous rival.

For instance, if the character makes a Dexterity Espionage Complications


(Stealth) check, and the result is 21, they can elect to d8 Complication
keep that check, resulting in +15 crime roll modifier. If
A bounty equal to the credits spent is offered for
the character makes an Intelligence (slicer's kit) check, 1
information about your crime.
and the result is a 3, however, they can choose to then
make a Charisma (Deception) check. If the result of An unknown person contacts you, threatening to reveal
2
that check is a 17, and the character elects to keep it, your activities if you don't render a service.
they receive a +5 crime roll modifier, since the DC for Your victim asks one of your adventuring companions to
3
each tier increased by 5 after the first check. If the solve the crime.
character elects to make three checks, with the results
Someone who knows of your activities has been
being 4, 7, and 13, however, they fail to meet a DC, 4
arrested on an unrelated matter.
since the DC for each tier increased by 5 for each
subsequent check. In this instance, since they failed to Your victim calls in a favor from a guard, doubling the
5
meet a DC, they are caught and jailed. efforts to solve the case.
Once the player has determined their espionage roll You blackmailed someone under the protection of a
6
modifier, they then roll percentile dice and consult the local crime lord, who now wants revenge.
Espionage Results table below.
UPTIME
While spying is a very fun and engaging activity for a
character to participate in, it is better executed using
the three pillars of adventuring. The GM can determine
that complications arise, as appropriate.

19 CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


GAMBLING
Games of chance are a great way to make a fortune, Gambling Results
and a better way to lose one.   d100   Result
RESOURCES 40 or

You lose your entire stake.


lower
This activity requires one workweek of effort, plus a
stake of at least 100 cr to a maximum of 10,000 cr, or 41-

You lose half your stake.


more as you see fit. Alternatively, you could allow 70
characters to bet with things other than money. 71-

You break even. Not bad.


100
RESOLUTION
101-

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

Check DC Modifier This is a great opportunity to create a rival to the


10 +5 party, or involve a previous rival.
15 +10
Gambling Complications
20 +15
d6 Complication
25 +20
You are accused of cheating. You decide whether you
30 +25 1
did cheat or were framed.
The town guards raid the gambling hall and throw you
2
The d100 Roll Modifier is added to the percentile dice in jail.
rolled for the Gambling Results table, which is
A noble in town loses badly to you and loudly vows to
discussed below. 3
get revenge.
You won a sum from a low-ranking member of a
For instance, if the character makes an Intelligence 4
nefarious guild, and the guild wants it money back.
(sabaac deck) check, and the result is an 18, they can
elect to keep that check, resulting in a +10 gambling 5
A local crime boss insists you start frequenting their
roll modifier. If the result of the check was only 4, gambling parlor, and no others.
however, they can choose to then make a Charisma A high-stakes gambler comes to town and insists that
(Deception) check. If the result of that check is a 22, 6
you take part in a game.
and the character elects to keep it, they receive a +10
gambling roll modifier, since the DC for each tier
increased by 5 after the first check. If the character VARIANT: GAMBLING SPECTATOR
makes an Intelligence (sabaac deck) check with a result Occasionally, rather than participate themselves, your
of 8, a Charisma (Deception) check with a result of 13, characters might want to gamble on a game or event
and finally a Wisdom (Insight) check, with a result of 11, in which someone else is involved. In that case, the
character can instead make a Wisdom (Insight) check.
they fail to meet a DC, since the DC for each tier
If they do so, they do not have the opportunity to
increased by 5 for each subsequent check. In this
make subsequent checks.
instance, they lose their entire stake, and accrue a debt
equal to that amount. This debt can be paid
immediately if the character has the requisite funds
after losing their stake.
Once the player has determined their gambling roll
modifier, they then roll percentile dice and consult the
Gambling Results table below.

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME 20


UPTIME
Players can actively engage in gambling using the Gambling Results (Uptime)
following rules. Successes   Result
RESOURCES You lose your entire stake, and accrue a debt
0 successes
This activity requires a stake of at least 20 cr to a equal to that amount.
maximum of 2,000 cr, or more as you see fit. 1 success You lose your entire stake.
Alternatively, you could allow characters to bet with
things other than money. 2 successes You lose half your stake.
3 successes You break even. Not bad.
RESOLUTION
The character must make five checks. 4 successes You win an amount equal to your stake.
If playing against the house, the player makes a DC You win an amount equal to three times your
5 successes
20 Intelligence check with the appropriate gaming set. stake.
Once you've resolved all five checks, consult the
Gambling Results (Uptime) table below. COMPLICATIONS
If playing against an opponent, the player can choose Gambling tends to attract unsavory individuals. The
to make a Charisma (Deception), Intelligence check potential complications involved come from run-ins
with the appropriate gaming set, or Wisdom (Insight) with the law and associations with various criminals
check contested by the opponent. If there are multiple tied to the activity. For each success during Resolution,
opponents, use the ability scores and relevant you have a 10 percent chance of triggering a
proficiencies for the most skilled amongst them. For complication.
each check the character makes, the opponent also
makes a check, with an additional effect based on what This is a great opportunity to create a rival to the
choices were made. party, or involve a previous rival.
If the character chooses to make a Charisma
(Deception) check, they have advantage on the check if Gambling Complications (Uptime)
the opponent makes an Intelligence (gaming set) check, d6 Complication
and disadvantage on the check if the opponent makes You are accused of cheating. You decide whether you
a Wisdom (Insight) check. If the opponent also makes a 1
did cheat or were framed.
Charisma (Deception) check, both checks are made
2 The town guards raid the gambling hall.
normally.
If the character chooses to make an Intelligence A noble in town loses badly to you and loudly vows to
3
(gaming set) check, they have advantage on the check if get revenge.
the opponent makes a Wisdom (Insight) check, and You won a sum from a low-ranking member of a
4
disadvantage on the check if the opponent makes a nefarious guild, and the guild wants it money back.
Charisma (Deception) check. If the opponent also A local crime boss insists you start frequenting their
makes an Intelligence (gaming set) check, both checks 5
gambling parlor, and no others.
are made normally.
A high-stakes gambler insists that you take part in a
If the character chooses to make a Wisdom (Insight) 6
game.
check, they have advantage on the check if the
opponent makes a Charisma (Deception) check, and
disadvantage on the check if the opponent makes an VARIANT: GAMBLING SPECTATOR
Intelligence (gaming set) check. If the opponent also Occasionally, rather than participate themselves, your
makes a Wisdom (Insight) check, both checks are made characters might want to gamble on a game or event
normally. in which someone else is involved. In that case, the
character can instead make five Wisdom (Insight)
This advantage and disadvantage occurs for both the check.
character and the opponent. For instance, if the
character chooses to make a Charisma (Deception)
check, and the opponent choose to make an
Intelligence (gaming set) check, the character has
advantage on their check, while the opponent has
disadvantage on theirs. In the event of a tie, the
character and opponent should reroll the contest. If
the character is not proficient in the gaming set, they
can not make a Charisma (Deception) or Wisdom
(Insight) check. Once you've resolved all five checks,
consult the Gambling Results (Uptime) table below.

When determining what action the opponent takes,


the GM can choose or determine the choice randomly.

21 CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


MERCENARY CONTRACTING
Often, traditional work doesn't appeal to adventurers, Mercenary Contracting Results
who crave a little more excitement, even during their   d100   Result
offweeks. Those characters might prefer to engage in
mercenary work. 40 or
The character finds a job, but fails to complete it
lower successfully and goes unpaid.
RESOURCES 41-

You complete a relatively simple job, earning 250 cr.


Working as a mercenary requires one week of 70
downtime, as well as 100 credits to seek out an 71-
You complete a moderately difficult job, earning 500
available job. 100 cr.
101-
You complete an exceptionally difficult task, earning
RESOLUTION
110 1,250 cr.
The character must make at least one, but up to three
111 or
You complete an insanely difficult task, earning 5,000
ability checks as appropriate to the contract they take.
higher cr and a favor from your employer.
The GM might call for a Charisma (Intimidation) check if
the character as working as an enforcer, a Strength
(Athletics) check if working as a guard, or an COMPLICATIONS
Intelligence (Investigation) check if the character is Mercenary work varies drastically in how eventful it can
working as a detective. If the character makes more be. A character spending a week mercenary
than one check, they can choose the highest value contracting has a 10 percent chance of triggering a
amongst all checks made. However, for each check complication. They have an additional 10 percent
made beyond the first, the DC for each tier increases chance of triggering a complication for each check
by 5. made during Resolution beyond the first.
Mercenary Contracting 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 Mercenary Contracting Complications
15 +10 d6 Complication
20 +15 You manage to offend a bystander with an innocuous
1
25 +20 comment, and it turns out they're important.

30 +25 2 You have a run-in with the law.


You beat out another individual who wanted your job,
3
earning their ire.
The d100 Roll Modifier is added to the percentile dice
rolled for the Mercenary Contracting Results table, Your boss works for a local criminal organization, and
4
which is discussed below. insists you perform further work for them.
5 Another person offers to pay you to fail in your task.
For instance, if the character makes a Charisma You are forced into a physical altercation, resulting in a
(Intimidation) check, and the result is 20, they can elect 6
scar.
to keep that check, resulting in +15 mercenary
contracting roll modifier. If the character makes an
Intelligence (Investigation) check, and the result is a 4, UPTIME
however, they can choose to repeat the check. If the While mercenary contracting is a common endeavor in
result of that check is a 16, and the character elects to any campaign, it is better executed using the three
keep it, they receive a +5 mercenary contracting roll pillars of adventuring. The GM can determine that
modifier, since the DC for each tier increased by 5 after complications arise, as appropriate.
the first check. If the character elects to make three
checks, with the results being 9, 10, and 18, however,
they fail to meet a DC, since the DC for each tier
increased by 5 for each subsequent check. In this
instance, since they failed to meet a DC, they fail to find
a job.
Once the player has determined their mercenary
contracting roll modifier, they then roll percentile dice
and consult the Mercenary Contract Results table
below.

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME 22


PIT FIGHTING
Pit fighting includes boxing, wrestling, and other Pit Fighting Results
nonlethal forms of combat in an organized setting with   d100   You Find...
predetermined matches. If you want to introduce
competitive fighting in a battle-to-the-death situation, 40 or

You lose all of your bouts.


lower
the standard combat rules apply, rather than
downtime. 41-

You win some of your bouts, earning 250 cr.


70
RESOURCES 71-

You win half of your bouts, earning 500 cr.


Engaging in this activity requires one workweek of 100
effort from a character. 101-

You win most of your bouts, earning 1,500 cr.


110
RESOLUTION
111 or
You go undefeated, earning 5,000 cr and a title
The character must make at least one, but up to three
higher recognized by the people of this town.
checks, and then consult the Pit Fighting Roll Modifier
table below. If the character makes more than one
check, they can choose the highest value amongst all COMPLICATIONS
checks made. However, for each check made beyond Characters involved in pit fighting must deal with their
the first, the DC for each tier increases by 5. The player opponents, the people who bet on matches, and the
can choose to make a Dexterity (Acrobatics) or matches' promoters. Every workweek spent pit fighting
Strength (Athletics) check. Alternatively, the character brings a 10 percent chance per success of triggering a
can instead make an attack roll using one of the complication. They have an additional 10 percent
character's weapons. Each check can only be made chance of triggering a complication for each check
once. made during Resolution beyond the first.
Pit Fighting 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 Pit Fighting Complications
15 +10 d6 Complication
20 +15 1 An opponent swears to take revenge on you.
25 +20 A crime boss approaches you and offers to pay you to
2
intentionally lose a few matches.
30 +25
You defeat a popular local champion, drawing the
3
crowd's ire.
The d100 Roll Modifier is added to the percentile dice
rolled for the Pit Fighting Results table, which is You defeat a noble's servant, drawing the wrath of the
4
discussed below. noble's house.
You are accused of cheating. Whether the allegation is
5
For instance, if the character makes a Dexterity true or not, your reputation is tarnished.
(Acrobatics) check, and the result is an 27, they can You accidentally deliver a near fatal wound to an
elect to keep that check, resulting in a +20 pit fighting 6
opponent.
roll modifier. If the result of the check was only 9,
however, they can choose to then make an attack roll
UPTIME
with one of their weapons. If the result of that attack
roll is a 24, and the character elects to keep it, they While pit fighting is a very fun and engaging activity for
receive a +10 pit fighting roll modifier, since the DC for a character to participate in, it should be executed
each tier increased by 5 after the first check. If the using the normal rules of combat. For each round
character makes an Strength (Athletics) check with a victory, a character should receive winning determined
result of 11, a Dexterity (Acrobatics) check with a result by the GM. The GM can also determine that
of 14, and finally an attack roll with one of their complications arise, as appropriate.
weapons, with a result of 18, they fail to meet a DC,
since the DC for each tier increased by 5 for each
subsequent check. In this instance, they lose all of their
bouts, and suffer one level of exhaustion.
Once the player has determined their pit fighting roll
modifier, they then roll percentile dice and consult the
Pit Fighting Results table below.

23 CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


RACING
On many worlds, racing is a popular local pastime. For Racing Results
the accomplished pilot, racing is a great way to make   d100   Result
credits and a name for yourself. However, racing is not
for the faint of heart. 40 or

You lose all of your races.


lower
RESOURCES 41-

You win some of your races, earning 500 cr.


This activity requires one workweek of effort and a 250 70
cr entry fee. If the character does not own an 71-

You win half of your races, earning 1,000 cr.


appropriate vehicle, they can rent one for 1,000 cr. 100
101-

RESOLUTION You win most of your races, earning 2,500 cr.


110
The character must make at least one, but up to three
111 or
You go undefeated, earning 10,000 cr and a title
checks, and then consult the Racing Roll Modifier table
higher recognized by the people of this town.
below. If the character makes more than one check,
they can choose the highest value amongst all checks
made. However, for each check made beyond the first, COMPLICATIONS
the DC for each tier increases by 5. The player can Racing attracts many different kinds of individuals:
choose to make an Intelligence (mechanic's kit), from arrogant racers to manipulative managers,
Intelligence (Piloting), or Intelligence (Technology) adoring fans to obsessive critics. The potential
check. If the character is not proficient in Piloting, they complications can vary from vehicular trouble to
can not make an Intelligence (mechanic's kit) or perceived slights. Every workweek spent racing brings
Intelligence (Technology) check. Each check can only be a 10 percent chance of a triggering a complication.
made once. They have an additional 10 percent chance of
triggering a complication for each check made during
Racing Roll Modifier Resolution beyond the first.
Ability
d100 Roll

Check DC Modifier This is a great opportunity to create a rival to the


10 +5 party, or involve a previous rival.
15 +10
Racing Complications
20 +15
d6 Complication
25 +20
1 You side-swipe another racer, earning their ire.
30 +25
A crime boss approaches you and offers to pay you to
2
intentionally lose a few races.
The d100 Roll Modifier is added to the percentile dice
You are accused of cheating. Whether the allegation is
rolled for the Racing Results table, which is discussed 3
true or not, your reputation is tarnished.
below.
You beat a low-ranking member of a nefarious guild,
4
and the guild isn't happy.
For instance, if the character makes an Intelligence
(Piloting) check, and the result is a 17, they can elect to 5
A local crime boss insists you start racing for them, and
keep that check, resulting in a +10 racing roll modifier. no others.
If the result of the check was only 7, however, they can 6 A renowned racer comes to town and insists on a race.
choose to then make a Intelligence (mechanic's kit)
check. If the result of that check is a 24, and the
character elects to keep it, they receive a +10 racing roll VARIANT: ANIMAL RACING
modifier, since the DC for each tier increased by 5 after You may encounter an arena in which they race
the first check. If the character makes an Intelligence animals instead of vehicles. In this instance, you'll
(Technology) check with a result of 9, an Intelligence want to substitute Intelligence (Nature), Wisdom
(Piloting) check with a result of 9, and finally a (Animal Handling), and Wisdom (Survival) for
Intelligence (mechanic's kit), Intelligence (Piloting), and
Intelligence (mechanic's kit) check, with a result of 9,
Intelligence (Technology), respectively.
they fail to meet a DC, since the DC for each tier
increased by 5 for each subsequent check. In this
instance, they lose all of their races and crash their
vehicle, requiring at least 1,000 cr in repairs to fix.
Once the player has determined their racing roll
modifier, they then roll percentile dice and consult the
Racing Results table below.

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME 24


UPTIME
Players can actively engage in racing using the
When determining what action the opponent takes,
following rules. the GM can choose or determine the choice randomly.
RESOURCES
This activity requires a 50 cr entry fee. If the character Racing Results (Uptime)
does not own an appropriate vehicle, they can rent one Successes   Result
for 200 cr.
You lose your race and crash your vehicle,
0 successes
RESOLUTION requiring at least 1,000 cr in repairs to fix.
The character must make five checks. 1 success You lose your race.
If racing against a time, the player makes a DC 20
Intelligence (Piloting) check. Once you've resolved all 2 successes You just fail to place, but manage to earn 100 cr.
five checks, consult the Racing Results (Uptime) table 3 successes You take 3rd place, earning 200 cr.
below. 4 successes You take 2nd place, earning 500 cr.
If racing against an opponent, the player can choose
to make an Intelligence (mechanic's kit), Intelligence 5 successes You take 1st place, earning 2,000 cr.
(Piloting), or Intelligence (Technology) check contested
by the opponent. If there are multiple opponents, use COMPLICATIONS
the ability scores and relevant proficiencies for the Racing attracts many different kinds of individuals:
most skilled amongst them. For each check the from arrogant racers to manipulative managers,
character makes, the opponent also makes a check, adoring fans to obsessive critics. The potential
with an additional effect based on what choices were complications can vary from vehicular trouble to
made. perceived slights. For each success during Resolution,
you have a 10 percent chance of triggering a
If the character chooses to make an Intelligence complication.
(mechanic's kit) check, they have advantage on the
check if the opponent makes an Intelligence (Piloting) This is a great opportunity to create a rival to the
check, and disadvantage on the check if the opponent party, or involve a previous rival.
makes an Intelligence (Technology) check. If the
opponent also makes an Intelligence (mechanic's kit) Racing Complications (Uptime)
check, both checks are made normally.
d6 Complication
If the character chooses to make an Intelligence
(Piloting) check, they have advantage on the check if 1 You side-swipe another racer, earning their ire.
the opponent makes an Intelligence (Technology) A crime boss approaches you and offers to pay you to
2
check, and disadvantage on the check if the opponent intentionally lose a few races.
makes an Intelligence (mechanic's kit) check. If the
You are accused of cheating. Whether the allegation is
opponent also makes an Intelligence (Piloting) check, 3
true or not, your reputation is tarnished.
both checks are made normally.
If the character chooses to make an Intelligence You beat a low-ranking member of a nefarious guild,
4
and the guild isn't happy.
(Technology) check, they have advantage on the check
if the opponent makes an Intelligence (mechanic's kit) A local crime boss insists you start racing for them, and
5
check, and disadvantage on the check if the opponent no others.
makes an Intelligence (Piloting) check. If the opponent 6 A renowned racer insists on a race.
also makes an Intelligence (Technology) check, both
checks are made normally.
This advantage and disadvantage occurs for both the
character and the opponent. For instance, if the
character chooses to make an Intelligence (mechanic's
kit) check, and the opponent choose to make an
Intelligence (Piloting) check, the character has
advantage on their check, while the opponent has
disadvantage on theirs. In the event of a tie, the
character and opponent should reroll the contest. If
the character is not proficient Piloting, they can not
make an Intelligence (mechanic's kit) or

Intelligence (Technology)

check. Once you've

resolved all five

checks, consult the Racing

Results (Uptime)

table below.

25 CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


RESEARCH
To be forewarned is to be forearmed. This activity As GM, you are the final arbiter concerning exactly
allows a character to delve into lore concerning a what a character learns. For a monster or an NPC, you
monster, a location, an enhanced item, or some other can reveal elements of statistics or personality. For a
specific topic. location, you can reveal secrets about it, such as a
hidden entrance, the answer to a riddle, or the nature
RESOURCES of a creature that guards the place.
Typically, a character needs access to a library or some Alternatively, you can allow the player to determine
other academic institution to conduct research. what lore they've learned on the spot, after research.
Assuming such access is available, conducting research When the characters are in an area related to what was
requires one workweek and at least 500 cr spent on researched, a player can expend a lore to uncover
materials, bribes, gifts, and other expenses. Spending something related to the location on hand, assuming it
more money increases your chances of finding pertains to what was researched.
noteworthy lore, as shown in Resolution. Using a mix of the two approaches is a good idea,
since it gives you the added depth of specific lore while
RESOLUTION giving players the freedom to ensure that the lore they
The character declares the focus of the research—a learn is useful.
specific person, place, or thing. After one workweek, At any time, a character can have a maximum
the character makes an Intelligence (Lore) check, with a number of unspecified lore equal to 1 + the character's
+1 bonus per 1,000 cr spent beyond the initial 500 cr, Intelligence modifier (minimum of 1). Specific, learned
up to a maximum bonus of +5. The character then lore doesn't count toward this limit—only ones that
consults the Research Roll Modifier table below. can be used at any time to learn something related to
the original subject of study.
Research Roll Modifier
Ability
d100 Roll

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.

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME 26


SELLING ENHANCED ITEMS
Few people can afford to buy an enhanced item, and For each item a character wishes to sell, the player rolls
fewer still know how to find one. Adventurers are percentile dice and consults the Selling an Enhanced
exceptional in this regard due to the nature of their Item table below, applying a modifier based on the
profession. item's rarity, as shown in the Salable Enhanced Items
A character who comes into possession of a table. The subsequent total determines what a buyer
standard, premium, prototype, advanced, or possibly offers to pay for the item.
legendary enhanced item that he or she wants to sell You determine a buyer's identity. Buyers sometimes
can spend downtime searching for a buyer. The procure prototype, advanced, and legendary items
downtime activity can be performed only in a city or through proxies to ensure that their identities remain
another location where one can find wealthy unknown.
individuals interested in acquiring enhanced items.
Artifact enhanced items can't be sold during downtime. As a further option to reflect the availability of
Finding someone to buy such an item can be the enhanced items in your campaign, you can apply up to
substance of an adventure in and of itself. a -10 penalty for a scarce setting, or up to a +10 bonus
for a setting where enhanced items are more
RESOURCES common, when resolving the d100 roll for selling
enhanced items, as appropriate.
Finding a buyer for a standard, premium, prototype,
advanced, or legendary enhanced item takes up to
twenty days of effort, depending on the rarity of the Selling an Enhanced Item
enhanced item for sale, and costs 100 cr per day.   d100   Result
40 or
A buyer offering one-quarter of the item's value, or a
RESOLUTION
lower shady buyer offering half the item's value.
For each salable item, the character must make a DC
41-
A buyer offering half the item's value, or a shady
20 Intelligence (Investigation) check to find buyers.
70 buyer offering the full item's value.
Another character can use his or her downtime to
assist with the search, granting advantage on the 71-

A buyer offering the full item's value.


check. 100
On a failure, no buyer for the item is found after a 101-
A shady buyer offering one and a half times the
search that lasts a number of days equal to the 110 item's value, no questions asked.
maximum for that item's rarity, as shown below in the
111 or
A buyer offering one and a half times the item's
Days to Find Buyer column of the Salable Enhanced
higher value, but they also want a favor.
Items table below. On a success, a buyer for the item is
found after a number of days based on the item's
rarity, as shown below in the Salable Enhanced Item COMPLICATIONS
table. The buying and selling of enhanced items is fraught
with peril. The large sums of money involved and the
Salable Enhanced Items power offered by enhanced items attract thieves, con
Days to d100 Roll
artists, and other villains. If the characters encounter a
Rarity Find Buyer Modifier shady buyer, they have a 50 percent chance of
Standard 1d4 +10 triggering a complication. Otherwise, they have a 10
percent chance of triggering a complication.
Premium 1d6 +0
Prototype 1d8 -10 This is a great opportunity to create a rival to the
party, or involve a previous rival.
Advanced 1d10 -20
Legendary 1d20 -30
Selling Complications
d6 Complication
The d100 Roll Modifier is added to the percentile dice
rolled for the Selling an Enhanced Item table, which is 1 The item is perceived as a fake.
discussed below. 2 The item is stolen before the sale.
3 The item is a relic cursed by a dark entity.
A character can attempt to find buyers for multiple
The item's original owner will kill to reclaim it; the
enhanced items at once. Although this requires 4
party's enemies spread news of the transaction.
multiple Intelligence (Investigation) checks, the
searches are occurring simultaneously, and the results 5
The other party is murdered before the transaction is
of multiple failures or successes aren't added together. completed.
For example, if the character finds a buyer for a A third party enters the transaction, offering an
standard enhanced item in 2 days and a buyer for a 6
alternative item.
premium enhanced item in 5 days, but fails to find a
buyer for a prototype enhanced item, the entire search
UPTIME
takes 8 days.
The GM can determine whether or not selling
enhanced items can be performed during uptime.

27 CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


TRAINING
Given enough time, money, and the services of an Training Roll Modifier
instructor, a character can learn a language, pick up Ability
d100 Roll

proficiency with a tool or kit, gain proficiency or even Check DC Modifier


expertise in a skill, or possibly even earn a feat.
10 +5
RESOURCES 15 +10
Receiving training requires you first find a teacher who 20 +15
is willing and capable of teaching you. It then takes a
25 +20
varying amount of time and credits, depending on
what you're training in. Costs are paid at the beginning 30 +25
of each workweek.
LANGUAGE OR WEAPON The d100 Roll Modifier is added to the percentile dice
Learning a new language or training in a new weapon rolled for the Training Results table, which is discussed
below.
takes 10 workweeks and costs 250 cr per workweek.
During resolution, training in a language calls for an
Intelligence check, while a weapon requires an attack Once the player has determined their training roll
roll with that weapon. If you are proficient in that modifier, they then roll percentile dice and consult the
saving throw, you add your proficiency bonus to the Training Results table below.
roll.
Training Results
TOOL TRAINING, PROFICIENCY, OR EXPERTISE   d100   Result
Learning to use a new tool takes 5, 10, or 20
40 or
Your training falters, advancing only half a workweek
workweeks for training, proficiency, or expertise,
lower towards completion.
respectively and costs the value of the tool in cr per
workweek. During resolution, training in a new tool 41-
Your training is adequate, advancing one workweek
calls for an ability check appropriate to that tool, as 70 towards completion.
determined by the GM. If you are proficient in that 71-
Your training has a breakthrough, advancing two
saving throw, you add your proficiency bonus to the 100 workweeks towards completion.
roll.
101-
Your training is excellent, advancing three
SKILL TRAINING, PROFICIENCY, OR EXPERTISE 110 workweeks towards completion.
Learning a new skill takes 5, 10, or 20 workweeks and 111 or
Your training is masterful, advancing four workweeks
costs at least 250 cr, 500 cr, or 1,000 cr per workweek higher towards completion.
for training, proficiency, or expertise, respectively.
During resolution, training in a new skill calls for an COMPLICATIONS
ability check with that skill's governing ability score. If
you are proficient in that saving throw, you add your Complications that arise while training typically involve
proficiency bonus to the roll. the teacher. For every five workweeks spent in training,
or for each failure during resolution, a character has a
SAVING THROW TRAINING OR PROFICIENCY 10 percent chance of a complication. Examples of
Learning a new saving throw takes 10 or 20 workweeks which are on the Training Complications table.
and costs 750 cr or 1,500 cr per workweek for training
or proficiency, respectively. During resolution, training This is a great opportunity to create a rival to the
in a new saving throw calls for an ability check with that party, or involve a previous rival.
saving throw's governing ability score.
FEAT Training Complications
Learning a new feat takes 40 workweeks and costs at d6 Complication
least 2,000 cr per workweek. During resolution, training 1 Your earn the ire of another of the teacher's students.
in a new feat calls for an ability check appropriate to
that feat, as determined by the GM. If you are Your teacher instructs you in rare, archaic methods,
2
proficient in that saving throw, you add your which draw comments from others.
proficiency bonus to the roll. 3 Your teacher is a spy sent to learn your plans.
4 Your teacher is a wanted criminal.
RESOLUTION
5 Your teacher is a cruel taskmaster.
At the end of each workweek, a character makes an
ability check depending on their training, and then 6 Your teacher asks for help dealing with a threat.
consults the Training Roll Modifier table.
UPTIME
Due to the required time involved in training, it is best
suited to downtime.

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME 28


WORK
When all else fails, an adventurer can turn to an honest Work Complications
trade to earn a living. d8 Complication
RESOURCES You manage to outperform someone who has been
1
working longer than you, and they're not impressed.
Taking on a job requires one workweek of work.
You bump a coworker in a clearly accidental fashion, but
RESOLUTION 2 they blow it out of proportion, causing everyone to
dislike you.
The character must make an ability check as
appropriate to the job they are trying to perform. The A patron asks for a service not provided by your
GM might call for a Strength (Athletics) check if the 3 workplace, and asks for the manager when you try to
character is working with their hands, an Intelligence explain this.
check with a set of tools if the character is working as a Your manager takes credit for the work you are doing,
tradesman, a Charisma (Performance) check if the 4
asserting it is their own.
character is working in a speaking capacity, a Charisma
One of your coworkers slows down their workload so
check with a musical instrument if the character is 5
you have to pick up their slack.
performing in a venue, or any other check the GM
deems appropriate. Once the character has made their 6 You sustain a small injury, resulting in a scar.
chosen check, they should consult the Work Roll Your coworkers, as a group, tell your boss a series of
Modifier table below. 7
baseless lies. Your boss believes them over you.

Work Roll Modifier Your coworkers bestow a nickname on you based on an


8 obscure, mundane thing you did or said. They no longer
Ability
d100 Roll
call you by your name.
Check DC Modifier
10 +5 UPTIME
15 +10 If you are the type who prefers to hoard their wealth
20 +15 and work for their dinner, you can engage in work
during uptime.
25 +20
30 +25 RESOURCES
Taking on a job requires at least one hour of work.
The d100 Roll Modifier is added to the percentile dice RESOLUTION
rolled for the Work Results table, which is discussed Make an ability check appropriate to the work you are
below. doing and consult the Work Results (Uptime) table
below.
Work Results
Work Results (Uptime)
  d100   Result
    Ability    

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.

This is a great opportunity to create a rival to the


party, or involve a previous rival.

29 CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


CHAPTER 3: FACTIONS AND MEMBERSHIP
          s characters travel through the cities and worlds of
  For instance, if your faction requires a credit tithe,
          Star Wars, they may come across factions, such you must meet the missed tithe for each month before
as the Jedi Order, the Black Sun, or the Bounty Broker's you become current again. If your faction requires a
Association, to which they may want to pledge service. workweek of downtime, however, you must complete a
Joining a faction offers unique benefits, as determined workweek for each month you are behind.
by the faction's features. If you ever become overdue by a year or more, you
lose your membership in that faction entirely unless
JOINING A FACTION you can justify that the absence was beyond your
A character can join a faction at any time, provided control. If you can not justify your absence and you
they can find a faction member capable of recruiting choose to rejoin your faction, you start over at 1st rank.
and they are not in bad standing with the faction. If a
character is in bad standing with a faction that they
MEMBERSHIP IN MULTIPLE FACTIONS
wish to join, and they can find a nonhostile You can have ranks in multiple factions as long as
representative of that faction, they may be able to those factions are not in direct conflict, but your total
complete a task to return to the faction's favor, as combined ranks across all your factions can not exceed
determined by the GM. half your character level (rounded up). If you complete
The requirements for joining a faction vary based on a task that aligns with the goals of one of your factions,
the the faction you are trying to join. The Jedi Order, for but is in direct conflict with another faction, you risk
instance, might require you to be a certain age and lowing renown with the other faction, or potentially
Force-sensitive. The Bounty Broker's Association, being disavowed entirely.
however, simply require monthly dues.
FACTION RANKS
FACTIONS AND BACKGROUNDS Factions can have a maximum of five ranks. While the
If a character is of an appropriate background, such as names and responsibilities of each rank vary by
Jedi or Guild Merchant, can start at at least 1st rank in faction, their general structure tends to be the same.
their faction, as determined by the GM.
RANK 1: INITIATE
This is the rank a character receives when first joining a
MEMBERSHIP BENEFITS faction.
As an established and respected member of a faction,
RANK 2: MEMBER
you can rely on certain benefits that membership
Rank 2 characters have shown they're aligned with the
provides. Your fellow faction members will provide you
faction's goals, allowing greater responsibility.
with lodging and food if necessary, and pay for your
funeral if needed. In some cities and towns, a RANK 3: VETERAN
headquarters offers a central place to meet other Rank 3 characters are reliable faction members,
members of your faction, which can be a good place to entrusted with many secrets and deserving of
meet potential patrons, allies, or hirelings. additional support.
Factions often wield tremendous political power. If
you are accused of a crime, your faction will support RANK 4: OFFICER
you if a good case can be made for your innocence or Rank 4 characters are trusted within the faction's
the crime is justifiable. You can also gain access to leadership. They are looked up as champions of a
powerful political figures through the faction, if you are faction's endeavors, and are the leaders of individual
a member in good standing. Your dues must be faction locations.
current to remain in the faction's good graces.
RANK 5: LEADER
MEMBERSHIP DUES Rank 5 characters are the leaders of their respective
factions. Typically, a faction has one singular leader per
After joining a faction, characters have certain
headquarters, who delegates responsibilities to the
requirements they must meet in order to retain in their
faction's rank 4 and lower characters.
faction's good standing. For some factions, it might
A faction can not have more rank 5 characters than
simply be credit dues paid at the beginning of the
its tier. If a faction has more than one rank 5 character,
month. For other factions, they might require you
typically one stands above the rest.
spend one workweek a month furthering their
interests. RISING THROUGH THE RANKS
OVERDUE When a character completes an endeavor, such as a
If at the end of a month you are not current in your downtime activity or mission, that aligns with the goals
dues, you must become current again before you can of their faction, they gain renown. As a character
gain any benefits from your faction. For every month reaches certain thresholds of renown, they earn the
you are not current in your dues, you must account for opportunity to rise through the ranks of their faction,
the missed dues for each month before you can provided they meet any other requirements, as shown
become current again. in the Membership Ranks table on page ---.

CHAPTER 3 | FACTIONS AND MEMBERSHIP 30


FACTIONS
Faction can vary greatly in size and renown, from a HEADQUARTERS
lowly local adventurer's guild to a galaxy-spanning Most factions have use of a headquarters. For smaller
criminal organization. The nature of factions drastically
factions, it might be a simple building, or even a room.
differ as well, depending on the faction's intended
For larger factions, however, it might be a space ship, a
focus. space station, or even an entire moon or planet. A
FACTION TIERS faction headquarters is required to recruit members to
a faction.
Factions vary in tier depending on their size. Smaller A faction can have any number of headquarters,
factions will typically hover between tier 1 and tier 5, provided it has the staff and funds to maintain them.
while larger, galaxy-spanning factions might reach tier However, every headquarters requires at least one 4th
20. Higher tiers require more active members, but rank or higher member to administrate.
grant greater benefits to them, as shown in the Faction
Benefits table on page ---. OPERATING COSTS
Beyond the required costs for actually maintaining a
PROFICIENCY BONUS headquarters, factions have costs directly associated
Factions have their own proficiency bonus, which with their functions. These fees might cover licensing
scales with their tier. This proficiency bonus affects fees, bribes, government contracts, etc. These fees
actions that faction takes as a whole, or actions taken amount to roughly 1,000 cr per headquarters per
by members of appropriate rank, in the ability scores month.
in which the faction is proficient.
RECRUITING
ABILITY SCORES
Ability scores represent what a faction choose to focus In order for a faction to grow, it must recruit members.
on for its enterprises. Their are six ability scores: While lower tier factions can thrive with only a few
Strength, Dexterity, Constitution, Intelligence, Wisdom, members, higher tier factions require constant effort
and Charisma. Ability scores are discussed at greater by thousands or more members. Additionally, a
length in Chapter 4: Using Ability Scores. smaller faction might have trouble recruiting skilled
members, while larger factions probably don't.
FACTION TRAITS Each membership rank can only support members of
Every faction is unique, not just in how they function, a certain CR or higher, as shown in the Membership
but also their goals, beliefs, and what kind of members Ranks CR and Renown table below.
they attract. Membership Ranks CR and Renown
GOALS Membership
Minimum
Monthly Renown

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.

31 CHAPTER 3 | FACTIONS AND MEMBERSHIP


FACTION BENEFITS
Proficiency
Required Monthly Renown 
Tier Bonus Features Renown  Generation     
1st +2 Insignia, Faction Training 0  —       
2nd +2 Association Proficiency, Faction Activity 5  —       
3rd +2 Enhanced Insignia 15  —       
4th +2 Ability Score Improvement 30  —       
5th +3 Premium Item Stockpile 50  —       
6th +3 Faction Training (2) 75  —       
7th +3 Association Proficiency (2), Faction Activity (2) 100  10       
8th +3 Ability Score Improvement 150  15       
9th +4 Prototype Item Stockpile 200  20       
10th +4 Association Expertise 250  25       
11th +4 Faction Training (3), Association Proficiency (3) 325  30       
12th +4 Ability Score Improvement 400  40       
13th +5 Advanced Item Stockpile, Faction Activity (3) 500  50       
14th +5 Association Expertise (2), Association Advantage 1,000  100       
15th +5 Faction Training (4), Association Proficiency (4) 2,000  200       
16th +5 Ability Score Improvement 5,000  500       
17th +6 Ability Score Mastery, Legendary 10,000  1,000       
18th +6 Ability Score Mastery 20,000  2,000       
19th +6 Ability Score Mastery 50,000  5,000       
20th +6 Ability Score Mastery, Artifact 100,000  10,000       

INSIGNIA ASSOCIATION PROFICIENCY


Beginning at 1st tier when you establish your faction, At 2nd tier, your faction gains proficiency in one of
your faction can choose an insignia. Faction members ability score of your choice. When your faction engages
of 1st rank or higher can wear, carry, or otherwise bear in an activity that uses the chosen ability score, they
your insignia in a fashion appropriate to your faction's add the faction's proficiency bonus to the d20 roll, in
operations. Your insignia will be one of the primary addition to the ability score modifier.
ways that members identify themselves as a member At 7th, 11th, and 15th tier, your faction gains
of your faction. proficiency in another ability score.

FACTION TRAINING FACTION ACTIVITY


Also at 1st tier, your faction gains a favored language Also at 2nd tier, your faction chooses an activity from
or tool. Choose a language, or one of the tool options the options available in Chapter 2: Entertainment and
on page ___ of the Player's Handbook. Alternatively, Downtime. When a 2nd rank or higher faction member
your faction can develop its own cant. engages in the chosen activity and rolls percentile dice,
When a 1st rank or higher faction member trains in they can also make a faction ability check and add it to
the chosen language or tool using the Training the roll. The faction ability check is determined by the
downtime activity on page ___ of the Player's specific activity, as shown in Chapter 4: Using Ability
Handbook, the requisite time and credits are halved. Scores. Additionally, when they make a d20 roll as a
At 6th, 11th, and 15th tier, your faction can choose part of the chosen activity, they can use your faction's
another language or tool. ability modifier instead of their own modifier, if that
number is greater.
At 7th and 13th tier, your faction can choose another
activity.

CHAPTER 3 | FACTIONS AND MEMBERSHIP 32


ENHANCED INSIGNIA ADVANCED ITEM STOCKPILE
Starting at 3rd tier, its insignia gains an enhanced At 13th tier, your faction gains access to an advanced
property. Choose an at-will force or tech power. If the enhanced item of its choice. When a 4th rank or higher
bearer of the insignia is at least 1st rank in the faction, faction member has spent 200 days of downtime
they can cast the power while wielding their insignia. furthering the faction's interests, they gain access to
The force- or tech-casting ability varies based on the this advanced item and can purchase it at the item's
type of power chosen: Intelligence for tech powers, full value. If the chosen item is a consumable, it takes
Wisdom for light side force powers, Charisma for dark half the requisite downtime. Provided that the item is
side force powers, or Wisdom or Charisma for undamaged, they can return it to your faction for a full
universal force powers (the faction member's choice). refund.

ABILITY SCORE IMPROVEMENT ASSOCIATION ADVANTAGE


At 4th tier, you can increase one of your faction's ability Starting at 14th tier, your faction gains advantage on
scores by 2. At 8th, 12th, and 16th tier, you can checks with one ability score of your choice.
increase another of your faction's ability scores by 2. As
normal, you can't increase an ability score above above ABILITY SCORE MASTERY
20 using this feature. At 17th tier, you can increase one of your faction's
ability scores by 2. Its maximum for this score
PREMIUM ITEM STOCKPILE increases by 2. At 18th, 19th, and 20th tier, you can
Once your faction has reached 5th tier, it gains access increase another of your faction's ability scores, and its
to a premium enhanced item of its choice. When a 2nd maximum, by 2.
rank or higher faction member has spent 50 days of
downtime furthering the faction's interests, they gain LEGENDARY
access to the chosen premium item and can purchase Also at 17th tier, your factions gains access to one
it at the item's full value. If the chosen item is a legendary enhanced item of its choice. When a 5th
consumable, it takes half the requisite downtime. Once rank or higher faction member has spent 500 days of
they've done so, they must spend another 50 days of downtime furthering the faction's interests, they gain
downtime furthering your faction's interest before they access to this legendary item and can procure it at no
can do so again. Provided that the item is undamaged, cost.
they can return it to your faction for a full refund.
ARTIFACT
PROTOTYPE ITEM STOCKPILE
As of 20th tier, your factions gains access to one
At 9th tier, your faction gains access to a prototype artifact enhanced item of its choice. When a 5th rank
enhanced item of your choice. When a 3rd rank or or higher faction member has spent 1,000 days of
higher faction member has spent 100 days of downtime furthering the faction's interests, they gain
downtime furthering the faction's interests, they gain access to this artifact item and can procure it at no
access to this prototype item and can purchase it at cost.
the item's full value. If the chosen item is a
consumable, it takes half the requisite downtime.
Provided that the item is undamaged, they can return
it to your faction for a full refund.

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.

33 CHAPTER 3 | FACTIONS AND MEMBERSHIP


MEMBERSHIP RANKS
Required
Other

Rank Features Renown Requirements


1st Earn Renown, Faction Training, Insignia 0 —
2nd Apprentice, Faction Activity, Premium Item Procurement, Special Missions 10 —
3rd Mentor, Prototype Item Procurement 25 5th level, 1 special mission
4th Advanced Item Procurement 50 9th level, 3 special missions
5th Faction Leader 100 13th level, 10 special missions

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.

FACTION TRAINING FACTION ACTIVITY


Also at 1st rank, you gain access to your faction's Also at 2nd rank, you gain benefits from your faction
favored training. When you train in your faction's when you engage in your faction's favored activity,
favored language or tool using the Training downtime provided your faction is at least 2nd tier. When you roll
activity on page ___ of the Player's Handbook, the percentile dice as a part of the chosen activity, you can
requisite time and credits are halved. also make an ability check and add it to the roll. The
ability check is determined by the specific activity, as
INSIGNIA shown in the ___ table on page ___. Additionally, when
Lastly at 1st rank, you are given permission to wield the you make a d20 roll as a part of the chosen activity,
insignia of your faction, either openly or in secret. you can use your faction's association modifier instead
When your faction reaches 3rd tier, your insignia gains of your modifier, if that number is greater.
an enhanced property.
PREMIUM ITEM PROCUREMENT
APPRENTICE Additionally at 2nd rank, after spending at least 50
At 2nd rank, you gain the ability to be apprenticed to a days of downtime furthering your faction's interests,
3rd rank or higher member of your faction. Bonding you gain access to premium enhanced items, which
with a mentor takes one workweek of downtime spent you can purchase at the item's full value, provided your
together furthering your faction's interests in your faction is at least 5th tier. You gain access to armor +1,
faction's favored activity. At the end of the workweek, shield +1, weapon +1, and one premium enhanced
you and your mentor are bonded. You can only have item chosen by your faction. You can only have one
one mentor at a time. You can break your bond with premium item procured in this fashion, but provided
your current mentor at any time, no action required. that the item is undamaged, you can return it to your
While traveling with or otherwise working with your faction for a full refund. If your faction's chosen item is
mentor, you gain the following benefits: a consumable, you can instead have an unlimited
number of that item, but you must spend the requisite
LANGUAGE AND TOOL TRAINING downtime for each one.
You can learn any language or tool proficiency that
your mentor possesses in half the time, with no credit
requirement.

CHAPTER 3 | FACTIONS AND MEMBERSHIP 34


SPECIAL MISSIONS PROTOTYPE ITEM PROCUREMENT
Lastly at 2nd rank, you gain the opportunity to undergo Also at 3rd rank, after spending at least 100 days of
special missions on behalf of your faction. These downtime furthering your faction's interests, you gain
missions, while more scarce, often yield greater access to prototype enhanced items, which you can
renown, and potentially other rewards. Special purchase at the item's full value, provided your faction
missions are also required to progress past 2nd rank in is at least 9th tier. You gain access to armor +2, shield
a faction, as shown in the Membership Ranks table. +2, weapon +2, and one prototype enhanced item
chosen by your faction. You can only have one
MENTOR prototype item procured in this fashion, but provided
At 3rd rank, you gain the ability to take a 1st or 2nd that the item is undamaged, you can return it to your
rank member of your faction as an apprentice. faction for a full refund. If your faction's chosen item is
Bonding with an apprentice takes one workweek of a consumable, you can instead have an unlimited
downtime spent together furthering your faction's number of that item, but you must spend the requisite
interests. At the end of the workweek, you and your downtime for each one.
apprentice are bonded. You can only have one
apprentice at a time. You can break your bond with ADVANCED ITEM PROCUREMENT
your current apprentice at any time, no action At 4th rank, after spending at least 200 days of
required. downtime furthering your faction's interests, you gain
And 4th rank, you can have a 2nd or 3rd rank access to advanced enhanced items, which you can
member of your faction as an apprentice, and at 5th purchase at the item's full value, provided your faction
rank, you can have a 2nd, 3rd, or 4th rank member of is at least 13th tier. You gain access to armor +3, shield
your faction as an apprentice. Additionally, at 5th rank, +3, weapon +3, and one advanced enhanced item
you can maintain three apprentices at a time, instead chosen by your faction. You can only have one
of one. advanced item procured in this fashion, but provided
While traveling with or otherwise working with your that the item is undamaged, you can return it to your
apprentice, you gain the following benefits. faction for a full refund. If your faction's chosen item is
a consumable, you can instead have an unlimited
DOWNTIME number of that item, but you must spend the requisite
When you engage in a downtime activity with your downtime for each one.
apprentice and make your percentile dice check, you
can roll the dice twice and use either total. FACTION LEADER
INSPIRING PRESENCE As of 5th rank, at the end of a long rest, if a faction
While your apprentice can see and hear you, you can member of lower rank is within line of sight, you can
gain advantage on one ability check, attack roll, or grant them Inspiration, which lasts until the end of
saving throw (no action required). You can wait until their next long rest. Once you've done so, you can't do
after you roll the d20 to use this feature, but you must so again until you complete a long rest.
decide before the GM says whether the roll succeeds
or fails.
Once you've used this feature, you must complete a
short or long rest before you can use it again.

35 CHAPTER 3 | FACTIONS AND MEMBERSHIP


CHAPTER 4: USING ABILITY SCORES
            ix abilities provide a quick description of

            every faction's collective physical and mental


Ability Scores and Modifiers
characteristics:
Score Modifier Score Modifier
1 -5 16-17 +3
Strength, measuring the faction membership's physical
power 2-3 -4 18-19 +4
Dexterity, measuring the faction membership's agility 4-5 -3 20-21 +5
Constitution, measuring the faction membership's
6-7 -2 22-23 +6
endurance
Intelligence, measuring the faction membership's 8-9 -1 24-25 +7
reasoning and memory 10-11 +0 26-27 +8
Wisdom, measuring the faction membership's awareness
12-13 +1 28-29 +9
and intuition
Charisma, measuring the faction membership's force of 14-15 +2 30 +10
personality
Is a faction comprised of renowned gladiators of great ADVANTAGE AND DISADVANTAGE
might and fortitude? Or is it a coalition of craftsmen,
Sometimes a feature tells you that you have advantage
working together to create the best products available? or disadvantage on an ability check. When that
Force-wielders working together, for good or ill? Or happens, you roll a second d20 when you make the
maybe it's a guild of shrewd merchants, attempting to
roll. Use the higher of the two rolls if you have
corner the market. Ability scores defined these advantage, and use the lower roll if you have
qualities—a faction's assets as well as weaknesses. disadvantage. For example, if you have disadvantage
Ability scores govern a faction's ability to benefit it's and roll a 17 and a 5, you use the 5. If you instead have
members, as well as wage inter-faction conflict. The advantage and roll those numbers, you use the 17.
book's introduction describes the basic rule behind If multiple situations affect a roll and each one grants
these rolls: roll a d20, add an ability modifier derived advantage or imposes disadvantage on it, you don't roll
from one of the six ability scores, and compare the
more than one additional d20. If two favorable
total to a target number. situations grant advantage, for example, you still roll
This chapter focuses on how to use ability checks, only one additional d20.
covering how these checks benefit your faction's If circumstances cause a roll to have both advantage
members and how they interact with other factions.
and disadvantage, you are considered to have neither
of them, and you roll one d20. This is true even if
ABILITY SCORES AND MODIFIERS multiple circumstances impose disadvantage and only
Each of a faction's abilities has a score, a number that one grants advantage or vice versa. In such a situation,
defines the magnitude of that ability. An ability score is you have neither advantage nor disadvantage.
not just a measure of innate capabilities, but also You usually gain advantage or disadvantage through
encompasses a faction's member's training and the use of faction features. The GM can also decide
competence in activities related to that ability. that circumstances influence a roll in one direction or
A score of 10 or 11 is the normal average, but many the other and grant advantage or impose disadvantage
factions are a cut above average in most abilities. A as a result.
score of 18 is the highest that a faction usually reaches.
Larger factions can have scores as high as 20, and
galaxy-spanning factions can have scores as high as 30.
Each ability also has a modifier, derived from the
score and ranging from -5 (for an ability score of 1) to
+10 (for a score of 30). The Ability Scores and Modifiers
table notes the ability modifiers for the range of
possible ability scores, from 1 to 30.
To determine an ability modifier without consulting
the table, subtract 10 from the ability score and then
divide the total by 2 (round down).
Because ability modifiers affect almost every ability
check, ability modifiers come up in play more often
than their associated scores.

CHAPTER 4 | USING ABILITY SCORES 36


PROFICIENCY BONUS
Factions have a proficiency bonus determined by tier, CONTESTS
as detailed in chapter 1. The bonus is used in the rules Sometimes one faction's or faction member's efforts
on ability checks.
are directly opposed to another's. This can occur when
Your faction's proficiency bonus can't be added to a
both of them are trying to do the same thing and only
single die roll or other number more than once. For one can succeed, such as accepting a mission reward
example, if two different rules say your faction can add from a third party. This situation also applies when one
its proficiency bonus to a Wisdom ability check, you
of them is trying to prevent the other one from
nevertheless add the bonus only once when you make accomplishing a goal—for example, when a faction is
the save. trying to usurp control or influence from another
Occasionally, your faction's proficiency bonus might faction. In situations like these, the outcome is
be multiplied or divided (doubled or halved. for determined by a special form of ability check, called a
example) before you apply it. If a circumstance contest.
suggests that your faction's proficiency bonus applies Both participants in a contest make ability checks
more than once to the same roll, you still add it only appropriate to their efforts. They apply all appropriate
once and multiply or divide it only once. bonuses and penalties, but instead of comparing the
By the same token, if a feature or effect allows you to total to a DC, they compare the totals of their two
multiply your faction's proficiency bonus when making checks. The participant with the higher check total wins
an ability check that wouldn't normally benefit from its the contest. That faction or faction member either
proficiency bonus, you still don't add the bonus to the succeeds at the action or prevents the other one from
check. For that check your proficiency bonus is 0, given succeeding.
the fact that multiplying 0 by any number is still 0. For If the contest results in a tie, the situation remains
instance, if your faction lacks proficiency in the the same as it was before the contest. Thus, one
Intelligence ability score, it gains no benefit from a
contestant might win the contest by default. If two
feature that lets it double your proficiency bonus when faction members tie in a contest to accept a mission
it make Intelligence checks. reward, neither character grabs it. In a contest
EXPERTISE between a faction trying to usurp control or influence
from another faction, a tie means control or influence
Certain features, such as the Association Expertise is not usurped.
feature, let your faction double its proficiency bonus
with a given ability score, granting expertise in that Ability Check DCs
ability score. As usual, you can only gain expertise in an Task Difficulty DC
ability score once.
Very easy 5
ABILITY CHECKS Easy 10
An ability check represents a faction's ability to Medium 15
overcome a challenge. The GM calls for an ability check Hard 20
when a faction, or a faction member, attempts an
action that has a chance of failure. When the outcome Very hard 25
is uncertain, the dice determine the results. Nearly impossible 30
For every ability check, the GM decides which of the
6 abilities is relevant to the task at hand and the PASSIVE CHECKS
difficulty of the task, represented by Difficulty Class.
The more difficult a task, the higher its DC. The Typical A passive check is a special kind of ability check that
Difficulty Classes table shows the most common DCs. doesn't involve any die rolls. Such a check can
To make an ability check, roll a d20 and add the represent the average result for a task done
relevant ability modifier. As with other d20 rolls, apply repeatedly, such as a faction and its member's normal
bonuses and penalties, and compare the total to the vigilance, or can be used when the GM wants to
DC. If the total equals or exceeds the DC, the ability secretly determine whether a faction succeeds at
check is a success-the faction, or faction member, something without rolling dice, such as noticing a spy.
overcomes the challenge at hand. Otherwise, it's a Here's how to determine a character's total for a
failure, which means the faction or faction member passive check:
makes no progress toward the objective or makes 10 + all modifiers that normally apply to the check. If
progress combined with a setback determined by the the faction has advantage on the check, add 5. For
GM. disadvantage, subtract 5. The game refers to a passive
check total as a score.
For example. if a 1st-tier faction has a Wisdom of 15
and proficiency in Wisdom, it has a passive Wisdom
score of 14.
The rules on spying in the "Espionage" section below
rely on passive checks.

37 CHAPTER 4 | USING ABILITY SCORES


WORKING TOGETHER STRENGTH
Sometimes two or more factions team up to attempt a Strength measures the bodily power, athletic training,
task. The faction who's leading the effort, or the one and the extent to which a faction's membership can
with the highest ability modifier, can make an ability exert raw physical force.
check with advantage, reflecting the help provided by
the other faction. STRENGTH ACTIVITIES
A faction can only provide help if the task is one that Many activities focus on using a character's might and
he or she could attempt alone. For example, power. When a character performs one of the
attempting to mass produce a type of blaster requires following downtime activities, and it's their faction's
members with proficiency with armstech's tools, so a favored downtime activity, they can make a faction
faction whose members lack that proficiency can't help ability check:
another faction in that task. Moreover, a faction can
Mercenary Contracting
help only when two or more factions working together
Pit Fighting
would actually be productive.
Work
trying to open a lock requires proficiency with
Other activities as deemed appropriate by the GM.
thieves' tools, so a character who lacks that proficiency
can't help another character in that task. Moreover. a FACTION CHECKS
character can help only when two or more individuals Additionally, when two factions are in conflict—either
working together would actually be productive. Some directly or indirectly—one faction can attempt the
tasks are no easier with help. following actions:

USING EACH ABILITY 1


2
Every task that a faction might attempt in the game is
Other actions as deemed appropriate by the GM.
covered by one of the six abilities. This section explains
in more detail what those abilities mean and the ways The faction then makes a Strength check contested
they are used in the game. by the target faction's Constitution check. On a
Factions of 2nd tier and higher are more adept at success, they achieve the attempted action. On a
performing certain downtime activities. When a faction failure, they are instead rebuffed.
member of 2nd rank or higher attempts the favored
downtime activity and rolls percentile dice, they also DEXTERITY
get to make a faction ability check and add it to the roll, Dexterity measures the agility, reflexes, and balance of
provided they are in an area where the faction has a faction's membership.
influence. Each downtime activity is tied to a specific
ability score, as discussed in this section. DEXTERITY ACTIVITIES
Many activities capitalize on a character's nimbleness
VARIANT: ACTIVITIES WITH OTHER ABILITIES and stealth. When a character performs one of the
Normally, your faction's favored activity only utilizes a following downtime activities, and it's their faction's
specific ability score. Favoring the Crime downtime favored downtime activity, they can make a faction
activity, for instance, usually applies a faction's ability check:
Dexterity ability check. During resolution of an activity,
however, a faction member might use utilize a Crime
different ability score during resolution. In such cases, Work
the GM might allow you to roll a faction ability check Other activities as deemed appropriate by the GM.
utilizing a different ability score, or you might ask if you
can use a different faction ability check. For example, if FACTION CHECKS
you are performing crime during downtime and using a Additionally, when two factions are in conflict—either
security kit, your GM might call for a faction Intelligence directly or indirectly—one faction can attempt the
check when rolling percentile dice, instead of Dexterity, following actions:
even though Crime is normally associated with
1
Dexterity.
2
Other actions as deemed appropriate by the GM.

The faction then makes a Dexterity check contested


by the target faction's Intelligence check. On a success,
they achieve the attempted action. On a failure, they
are instead rebuffed.

CHAPTER 4 | USING ABILITY SCORES 38


CONSTITUTION WISDOM
Constitution measures the health, stamina, and vital Wisdom measures how attuned to the world,
force of a faction's membership. perceptive, and intuitive a faction's membership is.
CONSTITUTION ACTIVITIES WISDOM ACTIVITIES
Many activities focus on using a character's vitality and Many activities focus on using a character's intuition
heartiness. When a character performs one of the and awareness. When a character performs one of the
following downtime activities, and it's their faction's following downtime activities, and it's their faction's
favored downtime activity, they can make a faction favored downtime activity, they can make a faction
ability check: ability check:

Work Bounty Hunting


Other activities as deemed appropriate by the GM. Work
Other activities as deemed appropriate by the GM.
FACTION CHECKS
Additionally, when two factions are in conflict—either FACTION CHECKS
directly or indirectly—one faction can attempt the Additionally, when two factions are in conflict—either
following actions: directly or indirectly—one faction can attempt the
following actions:
1
2 1
Other actions as deemed appropriate by the GM. 2
Other actions as deemed appropriate by the GM.
The faction then makes a Constitution check
contested by the target faction's Strength check. On a The faction then makes a Wisdom check contested
success, they achieve the attempted action. On a by the target faction's Charisma check. On a success,
failure, they are instead rebuffed. they achieve the attempted action. On a failure, they
are instead rebuffed.
INTELLIGENCE
Intelligence measures the mental acuity, accuracy of CHARISMA
recall, and the ability of a faction's membership to Charisma measures the the ability to interact
reason. effectively with others, confidence, and eloquence of a
faction's membership.
INTELLIGENCE ACTIVITIES
Many activities capitalize on a character's reasoning CHARISMA ACTIVITIES
and memory. When a character performs one of the Many activities capitalize on a character's charm and
following downtime activities, and it's their faction's presence. When a character performs one of the
favored downtime activity, they can make a faction following downtime activities, and it's their faction's
ability check: favored downtime activity, they can make a faction
ability check:
Crafting
Gambling Buying Enhanced Items
Racing Carousing
Research Selling Enhanced Items
Work Work
Other activities as deemed appropriate by the GM. Other activities as deemed appropriate by the GM.
FACTION CHECKS FACTION CHECKS
Additionally, when two factions are in conflict—either Additionally, when two factions are in conflict—either
directly or indirectly—one faction can attempt the directly or indirectly—one faction can attempt the
following actions: following actions:

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.

39 CHAPTER 4 | USING ABILITY SCORES


CHAPTER 5: EQUIPMENT
         he cities of Star Wars are diverse and multicultural,

         varying dramatically by planet and system. ARMOR AND SHIELDS


Commonplace activities in one city might be taboo in Adventuring through the different worlds of Star Wars
another. The most common species on one planet shows limitless variety across cultures, varying
might be shunned on the next one. Every city, in drastically by their values and technological availability.
addition to the climate and cultures, varies Many cultures create similar items, but using different
dramatically in the options available for sale. materials, granting their items a unique flair. The
In addition to those options available in the Player's Armor table shows some examples of how commonly
Handbook, adventurers might encounter new and available types of armor found in the game differ,
interesting wares. On some planets, and in some depending on the materials used.
cultures, armor is made from unique materials that The Armor table shows the cost, weight, and other
grant it interesting properties. On other planets, a properties of these types of armor worn in the worlds
more diverse armory might be available for purchase— of Star Wars.
or theft. In other places still, interesting and unique
adventuring implements might be discovered. ARMOR AND SHIELD PROFICIENCY
Anyone can put on a suit of armor or wield a shield.
STARTING EQUIPMENT Only those proficient in the armor's use know how to
When choosing the starting equipment for your class,
wear it effectively, however. Your class gives you
you might have an option to choose any of a certain proficiency with certain types of armor. If you wear
type of item. For instance, berserkers get a choice of " armor that you lack proficiency with, you have
(a) a martial vibroweapon and a light or medium disadvantage on any ability check, saving throw, or
physical shield or (b) two martial vibroweapons". When attack roll that involves Strength or Dexterity, and you
choosing starting equipment in this fashion, the items can't force- or tech-cast.
available in this chapter should not be included.
If you have proficiency in armor, you have
However, if you use instead use the Variant: Starting proficiency in the appropriate shield as well.
Wealth by Class rule, the items in this chapter should
be considered available for purchase. ARMOR CLASS (AC)
AMMUNITION Armor protects its wearer from attacks. The armor
Blasters that deal energy or ion damage use power (and shield) you wear determines your Armor Class.
cells, while blasters that deal kinetic damage use slug
cartridges. This chapter introduces blasters that deal ARMOR MATERIALS
new damage types: acid, fire, and sonic. These In addition to form and function, armor varies greatly
weapons also use power cells. based on material. Beyond those standard materials
universally available to armor, you might find armor
BUYING AND SELLING TREASURE made with more specialized and scarce materials.
This chapter introduces armor, weapons, adventuring Armor made with these materials offers a unique
gear, and other valuable materials. Like those options strength, but also a weakness. Additionally, the armor's
found in the Player's Handbook, selling these items cost increases by an amount, based on the armor's
should generally be possible, provided they are type, as shown in the Armor Type Cost Increase table
unspoiled. below:

ENHANCED ITEMS Armor Type Cost Increase


Enhanced items are scarce and powerful, leading to Armor
Cost
Armor
Cost

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

RARE MATERIALS Heavy armor 6,000 cr Heavy shield 1,500 cr


While rare materials, as the name indicates, are more
scarce than their raw material counterparts, they   Only physical shields can be crafted using alternative
typically have a commonly accepted value across armor materials. Additionally, barding can be created
markets. While they won't always be available for sale, using alternative armor materials.
they will usually fetch the same price across worlds.
MULTIPLE MATERIALS
Armor and shields can be made using an amalgam of
materials. Doing so increases the cost of the armor or
shield for each material used in its creation, and the
number of materials used can't exceed half the
crafter's proficiency bonus, rounded up.

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,

  Disruptor carbine 1,450 cr   1d8 acid 8.50 lb 


two-handed
  Disruptor pistol 750 cr   1d6 acid 4.50 lb  Power cell (range 45/180), disintegrate 13, reload 12, strength 11
Power cell (range 60/240), dire 1, disintegrate 13, reload 12,

  Incinerator carbine 1,650 cr   1d6 fire 7.50 lb 


strength 11, two-handed
Power cell (range 40/160), dire 1, disintegrate 13, reload 16,

  Incinerator pistol 1,250 cr   1d4 fire 3.50 lb 


strength 11
Martial Blasters
Power cell (range 120/480), auto, burst 2, disintegrate 13, reload 2,

  BKG 2,750 cr   3d4 energy 19.00 lb 


strength 19, two-handed, vicious 1
Slug cartridge (range 80/320), auto, rapid 2, reload 8, strength 13,

  Chaingun 1,325 cr   2d4 kinetic 10.50 lb 


two-handed, vicious 1
Power cell (range 75/300), auto, burst 2, reload 4, strength 13,

  Cryo Cannon 3,300 cr   2d4 cold 12.50 lb 


two-handed, vicious 1
  Cryo Rifle 2,400 cr   2d4 cold 10.50 lb  Power cell (range 50/200), reload 4, strength 11, two-handed, vicious 1
Power cell (range 60/240), disintegrate 13, reload 4, strength 13,

  Disruptor rifle 2,900 cr   1d10 acid 13.50 lb 


two-handed
Power cell (range 120/480), disintegrate 13, reload 2, strength 15,

  Disruptor sniper 3,300 cr   1d12 acid 15.00 lb 


two-handed
  Flechette cannon 2,300 cr   — 13.00 lb  Ammunition (range special), reload 6, special, strength 13, two-handed
Ammunition (range 90/360), reload 16, special, strength 11, two-
  Grenade launcher 1,800 cr   — 11.50 lb 
handed
1d10 Power cell (range 50/200), brutal 1, disintegrate 1, keen 1, reload 4,
  Hand BKG 1,550 cr   10.00 lb 
energy strength 15
  Hand blaster 500 cr   1d4 kinetic .50 lb  Power cell (range 40/160), keen 1, light, reload 8
Slug cartridge (range 25/100), brutal 1, reload 8, strength 11,

  Hand cannon 1,300 cr   1d10 kinetic 10.50 lb 


two-handed
Power cell (range 80/320), dire 1, disintegrate 13, reload 8,

  Incinerator rifle 1,950 cr   1d8 fire 9.50 lb 


strength 11, two-handed
Power cell (range 120/480), dire 1, disintegrate 13, reload 2,

  Incinerator sniper 3,300 cr   1d10 fire 14.50 lb 


strength 15, two-handed
Power cell (range 60/240), piercing 1, reload 2, strength 15,

  Lightbow 1,800 cr   2d6 energy 14.00 lb 


two-handed
Slug cartridge (range 150/600), piercing 1, reload 2, strength 17,

  Railgun 1,900 cr   2d6 kinetic 16.00 lb 


two-handed
Ammunition (range 150/600), reload 1, special, strength 13,

  Rocket Launcher 2,250 cr   — 14.00 lb 


two-handed
  Shoulder Blaster 1,275 cr   1d6 energy 3.00 lb  Power cell (range 40/160), rapid 4, reload 16, smart (15/+2), special
Power cell (range 60/240), auto, burst 8, reload 8, smart (15/+2),
  Shoulder Cannon 1,625 cr   1d8 energy 8.50 lb 
special, strength 11
Slug cartridge (range 75/300), auto, burst 2, rapid 2, reload 4,

  Smart Cannon 2,250 cr   1d10 kinetic 13.50 lb 


smart (15/+2), strength 15, two-handed
Slug cartridge (range 40/160), piercing 1, rapid 2, reload 16,

  Smart Pistol 1,075 cr   1d6 kinetic 4.00 lb 


smart (15/+2), strength 11
  Vapor Projector 2,300 cr   — 13.00 lb  Ammunition (range special), reload 6, special, strength 13, two-handed

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.

GRENADE, CRYO GRENADE, FLASH


Grenades can be set to detonate on impact or with a Grenades can be set to detonate on impact or with a
timer that causes them to explode on initiative count timer that causes them to explode on initiative count
20 (losing all initiative ties). As an action, you can prime 20 (losing all initiative ties). As an action, you can prime
and throw a grenade at a point you can see within 30 and throw a grenade at a point you can see within 30
feet + your Strength modifier x 5. Each creature within feet + your Strength modifier x 5. Each creature within
10 feet must make a DC 14 Constitution saving throw. 10 feet must make a DC 14 Constitution saving throw.
A creature takes 2d6 cold damage on a failed save, or On a failed save, a creature is blinded for 1 minute. At
half as much as on a successful one. Additionally, on a the start of an affected creature's turn, it can repeat
failed save, a creature gains 1 slowed level for 1 this save, ending the effect on a success.
minute. At the end of an affected creature's turn, 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

         background defines your character's capabilities FEATS


in the game, and the personal details you create set A feat represents a talent or an area of expertise that
your character apart from every other character. Even gives character special capabilities. It embodies
within your class and species, you have options to fine- training, experience, and abilities beyond what a class
tune what your character can do. But this chapter is for provides. At certain levels, your class gives you the
players who—with the GM's permission—want to go a Ability Score Improvement feature. Using the optional
step further. feats rule, you can forgo taking that feature to take a
This chapter expands on feats, which are special feat of your choice instead. You can take each feat only
options you can choose instead of increasing your once, unless the feat's description says otherwise.
ability scores as you gain levels. Your GM decides You must meet any prerequisite specified in a feat to
whether these options are available in a campaign. take that feat. If you ever lose a feat's prerequisite, you
can't use that feat until you regain the prerequisite. For
CLASS WEAPON PROFICIENCIES example, the Inspiring Leader feat requires you to have
Certain classes—berserker, consular, engineer, fighter, a Charisma of 13 or higher. If your Charisma is reduced
guardian, and scout—have proficiency in all of a type of below 13 somehow—perhaps by a withering curse—
weapon. For instance, fighters are proficient in all you can't benefit from the Inspiring Leader feat until
blasters and all vibroweapons. Consequently, fighters your Charisma is restored.
have proficiency in all blasters and vibroweapons
present in Chapter 5. Other classes—monks, AUGMENTED CYBORG
operatives, scholars, and sentinels—have proficiency in You've experimented with cybernetic augmentations,
a certain set of weapons. For each of these classes, granting the following benefits:
they gain proficiency in only certain weapons, as
shown below in the Weapon Proficiencies by Class Increase an ability score of your choice by 1, to a
table: maximum of 20.
Choose one cybernetic augmentation of standard rarity
Weapon Proficiencies by Class
from Appendix A. That augmentation is installed and
Class Weapon Proficiencies doesn't count against the maximum cybernetic
Berserker All vibroweapons, simple blasters augmentations you can support, but it does count
towards your total cybernetics augmentations as
Consular Simple lightweapons, simple vibroweapons
shown in the Cybernetic Augmentations Side Effects
Engineer Simple blasters, simple vibroweapons table in Chapter 7.
Fighter All blasters, all vibroweapons
CUSTOMIZED DROID
Guardian All lightweapons, all vibroweapons
Prerequisite: Type droid

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

CHAPTER 6 | CUSTOMIZATION OPTIONS 64


INVESTIGATIVE ATTUNEMENT TINY TERROR
Prerequisite: 4th level
Prerequisite: Strength 13, size Tiny
You've spent a significant amount of time appraising Despite falling below knee height of other species, your
and testing enhanced items. You gain the following size has less impact on your strength and virility. You
benefits: gain the following benefits:

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

Prerequisite: Strength 13, size Medium


You adopt a particular type of weapon as your focus.
Despite being of otherwise average size, your might Choose one of the weapon focus options, detailed later
extends beyond that of your peers. You gain the in this chapter. You can take this feat multiple times.
following benefits:
WEAPON SUPREMACIST
Increase your Strength score by 1, to a maximum of 20. 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

Despite being short of stature, your size has no impact


on your strength and virility. You gain the following
benefits:

Increase your Strength score by 1, to a maximum of 20.


Your speed increases by 5 feet.
You lose the Undersized special trait.

65 CHAPTER 6 | CUSTOMIZATION OPTIONS


WEAPON FOCUS
The Weapon Focused feat offers your choice of When you take the Attack action, you can choose to
weapon focus. You can't take a weapon focus option forgo one or more attacks to startle. For each attack
more than once, even if you later get to choose again. you forgo, you expend 1 ammunition and choose a
creature that is no more than one size larger than you
ALTERNATIVE WEAPON FOCUS (your size or smaller if your weapon has the light
Your weapon of choice may be governed by one property) and is within your weapon's normal range.
weapon focus, whereas your character can be better The creature must succeed on a Dexterity saving throw
realized utilizing a different focus. For instance, your (DC = 8 + your bonus to attacks with the weapon) or
blaster rifle might work better for you with Carbine become shocked until the start of your next turn.
Focus rather than Rifle Focus. Work with your GM to
determine if a different focus is better suited, and CRUSHING WEAPON FOCUS
mechanically appropriate, to your character's identity. You've focused your combat training on crushing
A weapon's focus and supremacy must match. weapons. You gain the following benefits while
wielding any of these weapons, if you are proficient
You may choose your weapon focus from the following with it:
options or roll on the table below to determine it
randomly. You gain a +1 bonus to the weapon's damage rolls.
When you score a critical hit with the weapon, you add
d8 Weapon Focus d8 Weapon Focus the attack's governing ability modifier twice, instead of
1 Blade Weapon 5 Polearm Weapon once, to the attack's damage.
When you take the Attack action, you can choose to
2 Carbine Weapon 6 Rifle Weapon forgo one or more attacks to shatter the ground. For
3 Crushing Weapon 7 Sidearm Weapon each attack you forgo, choose a separate 5-foot square
4 Heavy Weapon 8 Trip Weapon within your weapon's reach to shatter. That square
becomes difficult terrain until cleared. Each 5-foot-
square portion of the area requires at least 1 minute to
WEAPON CLASSIFICATIONS clear by hand. Additionally, each creature other than
Each weapon has a classification, as shown in Weapons you in an affected square must make a Dexterity saving
by Class table later in this chapter, that determines throw (DC = 8 + your bonus to attacks with the
which weapon focus it is governed by. weapon). On a failed save, a creature takes damage
equal to the attack's governing ability modifier.
BLADE FOCUS
You've focused your combat training on blade HEAVY WEAPON FOCUS
weapons. You gain the following benefits while You've focused your combat training on heavy
wielding any of these weapons, if you are proficient weapons. You gain the following benefits while
with it: wielding any of these weapons, if you are proficient
with it:
You gain a +1 bonus to the weapon's damage rolls.
When you score a critical hit with the weapon, the next You gain a +1 bonus to the weapon's damage rolls.
attack roll the target makes before the start of your When you score a critical hit with the weapon, you add
next turn has disadvantage. the attack's governing ability modifier twice, instead of
When you take the Attack action, you can choose to once, to the attack's damage.
forgo one or more attacks to parry. For each attack you When you take the Attack action, you can choose to
forgo, you gain a +1 bonus to AC until the start of your forgo one or more attacks to suppress. For each attack
next turn. you forgo, you expend ammunition equal to half your
weapon's reload number (minimum of 2) and choose a
CARBINE FOCUS
10-foot-cube area within your weapon's normal range.
You've focused your combat training on carbine
Each creature in the area that is no more than one size
weapons. You gain the following benefits while
larger than you (your size or smaller if your weapon has
wielding any of these weapons, if you are proficient
the light property) must make a Wisdom saving throw
with it:
(DC = 8 + your bonus to attacks with the weapon) or
You gain a +1 bonus to the weapon's damage rolls. become frightened of you until the end of their next
When you score a critical hit with the weapon, the next turn.
attack roll the target makes before the start of your
POLEARM FOCUS
next turn has disadvantage.
You've focused your combat training on polearm
weapons. You gain the following benefits while
wielding any of these weapons, if you are proficient
with it:

You gain a +1 bonus to the weapon's damage rolls.


When you score a critical hit with the weapon, you can
roll one additional weapon damage die.

CHAPTER 6 | CUSTOMIZATION OPTIONS 66


When you take the Attack action, you can choose to
WEAPON SUPREMACY
forgo one of your attacks to choke up. If you do so, The Weapon Supremacist feat offers your choice of
your reach increases by 5 feet until the start of your weapon supremacy. You can't take a weapon
next turn. supremacy option more than once, even if you later
get to choose again.
RIFLE FOCUS
You've focused your combat training on rifle weapons. ALTERNATIVE WEAPON SUPREMACY
You gain the following benefits while wielding any of Your weapon of choice may be governed by one
these weapons, if you are proficient with it: weapon supremacy, whereas your character can be
better realized utilizing a different supremacy. For
You gain a +1 bonus to the weapon's damage rolls. instance, your blaster rifle might work better for you
When you score a critical hit with the weapon, you can with Carbine Supremacy rather than Rifle Supremacy.
roll one additional weapon damage die. Work with your GM to determine if a different
When you take the Attack action, you can choose to supremacy is better suited, and mechanically
forgo one or more attacks to scramble. For each attack appropriate, to your character's identity.
you forgo, you can move up to 10 feet without A weapon's focus and supremacy must match.
provoking opportunity attacks.
You may choose your weapon supremacy from the
SIDEARM FOCUS following options or roll on the table below to
You've focused your combat training on sidearm determine it randomly.
weapons. You gain the following benefits while
wielding any of these weapons, if you are proficient d8 Weapon Supremacy d8 Weapon Supremacy
with it:
1 Blade 1 Polearm
You gain a +1 bonus to the weapon's damage rolls. 2 Carbine 2 Rifle
When you score a critical hit with the weapon, the next
3 Crushing Weapon 3 Sidearm
attack roll made against the target before the start of
your next turn has advantage. 4 Heavy Weapon 4 Trip Weapon
When you take the Attack action, you can choose to
forgo one or more attacks to daze a creature. For each WEAPON CLASSIFICATIONS
attack you forgo, you expend 2 ammunition and
Each weapon has a classification, as shown in the table
choose a creature that is no more than one size larger
on page ___, that determines which Weapon
than you (your size or smaller if your weapon has the Supremacy it is governed by.
light property), has a head, and is within your weapon's
normal range. The creature must succeed on a BLADE SUPREMACY
Constitution saving throw (DC = 8 + your bonus to You've specialized your combat training with blade
attacks with the weapon) or become incapacitated until weapons. You gain the following benefits while
the end of its next turn or until it takes damage, wielding any of these weapons, if you are proficient
whichever happens first. with it:
TRIP WEAPON FOCUS You gain a +1 bonus to the weapon's attack rolls.
You've focused your combat training on trip weapons. Whenever you have advantage on an attack roll and hit
You gain the following benefits while wielding any of and the lower of the two d20 rolls would also hit (or a
these weapons, if you are proficient with it: creature has disadvantage on a saving throw and the
higher of the two d20s would also fail), and the target is
You gain a +1 bonus to the weapon's damage rolls.
no more than one size larger than you (your size or
When you score a critical hit with the weapon, the next
smaller if your weapon has the light property), it must
attack roll made against the target before the start of
succeed on a Dexterity saving throw (DC = 8 + your
your next turn has advantage.
bonus to attacks with the weapon) or gain 1 slowed
When you take the Attack action, you can choose to
level until the start of your next turn.
forgo one or more attacks to interrupt. For each attack
Your critical hit range increases by 1.
you forgo, one creature within your reach gains no
When you take the Attack action, you can choose to
benefit to armor class from its shield until the end of its
forgo one or more attacks to parry. For each attack you
next turn.
forgo, you gain a +1 bonus to AC until the start of your
next turn. If you could already parry, instead you can
do so as your bonus action.

67 CHAPTER 6 | CUSTOMIZATION OPTIONS


CARBINE SUPREMACY
You've specialized your combat training with carbine When you take the Attack action, you can choose to
weapons. You gain the following benefits while forgo one or more attacks to shatter the ground. For
wielding any of these weapons, if you are proficient each attack you forgo, choose a separate 5-foot square
with it: within your weapon's reach to shatter. That square
becomes difficult terrain until cleared. Each 5-foot-
You gain a +1 bonus to the weapon's attack rolls. square portion of the area requires at least 1 minute to
Whenever you have advantage on an attack roll and hit clear by hand. Additionally, each creature other than
and the lower of the two d20 rolls would also hit (or a you in an affected square must make a Dexterity saving
creature has disadvantage on a saving throw and the throw (DC = 8 + your bonus to attacks with the
higher of the two d20s would also fail), and the target is
weapon). On a failed save, a creature takes damage
no more than one size larger than you (your size or
equal to the attack's governing ability modifier. If you
smaller if your weapon has the light property), it must could already shatter, instead you can do so as your
succeed on a Dexterity saving throw (DC = 8 + your bonus action.
bonus to attacks with the weapon) or gain 1 slowed
level until the start of your next turn. HEAVY WEAPON SUPREMACY
You can wield this weapon in one hand. When you do You've specialized your combat training with heavy
so, you treat the weapon as if it would have the weapons. You gain the following benefits while
strength 11 property. If the weapon already has the wielding any of these weapons, if you are proficient
strength property, its strength number increases by with it:
one step (from 11 to 13, 13 to 15, 15 to 17, 17 to 19, or
You gain a +1 bonus to the weapon's attack rolls.
19 to 21). While wielding the weapon in one hand, you
Whenever you have advantage on an attack roll and hit
can't attack a target beyond the weapon's normal
and the lower of the two d20 rolls would also hit (or a
range.
creature has disadvantage on a saving throw and the
When you take the Attack action, you can choose to
higher of the two d20s would also fail), and the target is
forgo one or more attacks to startle. For each attack
no more than one size larger than you (your size or
you forgo, you expend 1 ammunition and choose a
smaller if your weapon has the light property), it must
creature that is no more than one size larger than you
succeed on a Strength saving throw (DC = 8 + your
(your size or smaller if your weapon has the light
bonus to attacks with the weapon) or it is pushed 5 feet
property) and is within your weapon's normal range.
in a direction of your choice.
The creature must succeed on a Dexterity saving throw
When a creature rolls a 1 on the saving throw against
(DC = 8 + your bonus to attacks with the weapon) or
one of these weapons, they treat the effect's damage
become shocked until the start of your next turn. If you
as if it had rolled the maximum. If a creature would
could already startle, instead you can do so as your
already treat the effect's damage as if it had rolled the
bonus action.
maximum when it rolls a 1 on this weapon's saving
CRUSHING WEAPON SUPREMACY throw, it instead does so on a roll of 1 or 2.
You've specialized your combat training with crushing When you take the Attack action, you can choose to
weapons. You gain the following benefits while forgo one or more attacks to suppress. For each attack
wielding any of these weapons, if you are proficient you forgo, you expend ammunition equal to half your
with it: weapon's reload number (minimum of 2) and choose a
10-foot-cube area within your weapon's normal range.
You gain a +1 bonus to the weapon's attack rolls. Each creature in the area that is no more than one size
Whenever you have advantage on an attack roll and hit larger than you (your size or smaller if your weapon has
and the lower of the two d20 rolls would also hit (or a the light property) must make a Wisdom saving throw
creature has disadvantage on a saving throw and the (DC = 8 + your bonus to attacks with the weapon) or
higher of the two d20s would also fail), and the target is become frightened of you until the end of their next
no more than one size larger than you (your size or turn. If you could already suppress, instead you can do
smaller if your weapon has the light property), it must
so as your bonus action.
succeed on a Strength saving throw (DC = 8 + your
bonus to attacks with the weapon) or it is pushed 5 feet
in a direction of your choice.
Once per round, when you use your reaction to make a
melee weapon attack, you have advantage on the
attack roll.

CHAPTER 6 | CUSTOMIZATION OPTIONS 68


POLEARM SUPREMACY SIDEARM SUPREMACY
You've specialized your combat training with polearm You've specialized your combat training with sidearm
weapons. You gain the following benefits while weapons. You gain the following benefits while
wielding any of these weapons, if you are proficient wielding any of these weapons, if you are proficient
with it: with it:

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.

69 CHAPTER 6 | CUSTOMIZATION OPTIONS


Weapons by Class
Weapon Class Weapon Class Weapon Class Weapon Class
Assault cannon Heavy Electro-hammer Crush Light-club Crush Tech-axe Crush
Beam rifle Rifle Electro-staff Polearm Light-dagger Trip Tech-blade Blade
Bite-saber Blade Flechette cannon Heavy Light-foil Blade Tech-knife Blade
BKG Heavy Great-saber Crush Light-glaive Polearm Tech-staff Polearm
Blaster carbine Carbine Grenade launcher Heavy Light-katana Blade Vapor Projector Heavy
Blaster pistol Sidearm Guard shoto Trip Light-lance Polearm Vibro-axe Crush
Blaster rifle Rifle Hand BKG Heavy Light-nodachi Polearm Vibro-battleaxe Crush
Blight-saber Blade Hand blaster Sidearm Lightsaber Blade Vibro-blade Blade
Bowcaster Heavy Hand cannon Carbine Martial lightsaber Blade Vibro-buster Crush
Bright-saber Blade Heavy blaster rifle Heavy Nerve-baton Trip Vibro-dagger Trip
Broad-saber Blade Heavy bowcaster Heavy Net Trip Vibro-dart Trip
Buster saber Crush Heavy carbine Carbine Pike-saber Polearm Vibro-flail Crush
Carbine rifle Carbine Heavy pistol Sidearm Railgun Rifle Vibro-glaive Polearm
Chaingun Heavy Heavy repeater Heavy Repeating blaster Heavy Vibro-hammer Crush
Chakram Trip Heavy shotgun Heavy Rocket Launcher Heavy Vibro-katana Blade
Crossguard saber Blade Heavy slugpistol Sidearm Rotary cannon Heavy Vibro-knuckler Trip
Cryo Cannon Heavy Hidden blade Trip Saber-mace Crush Vibro-mace Crush
Cryo Carbine Carbine Hold-out Sidearm Saber-spear Polearm Vibro-nodachi Polearm
Cryo Pistol Sidearm Hunting rifle Rifle Saber-whip Trip Vibro-pike Polearm
Cryo Rifle Rifle Incinerator Carbine Carbine Scattergun Sidearm Vibro-rapier Blade
Cycler rifle Rifle Incinerator Pistol Sidearm Shotgun Carbine Vibro-sabre Blade
Dire Vibroblade Blade Incinerator Rifle Rifle Shotosaber Blade Vibro-shield Crush
Diresword Blade Incinerator Sniper Rifle Shoulder Blaster Sidearm Vibro-spear Polearm
Disruptor Carbine Carbine Ion cannon Heavy Shoulder Cannon Heavy Vibro-staff Polearm
Disruptor Pistol Sidearm Ion carbine Carbine Sickle-saber Blade Vibro-stiletto Trip
Disruptor Rifle Rifle Ion pistol Sidearm Sith saber Blade Vibro-sword Blade
Disruptor Sniper Rifle Ion rifle Rifle Slugpistol Sidearm Vibro-tonfa Trip
Double-blade Blade Light pistol Sidearm Slugthrower Rifle Vibro-whip Trip
Double-saber Blade Light Repeater Carbine Smart Cannon Heavy War hat Trip
Double-shoto Blade Light slugpistol Sidearm Smart Pistol Sidearm Warsaber Crush
Double-sword Blade Light-axe Crush Sniper rifle Rifle Warsword Crush
Dual-phase saber Blade Light-blade Blade Split-saber Blade Wrist blaster Sidearm
Echostaff Polearm Lightbow Rifle Subrepeater Sidearm Wrist launcher Sidearm
Electro-baton Trip

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.

70 CHAPTER 7 | ENHANCED ITEMS


ENHANCED ITEM CATEGORIES
Enhanced items fall into different categories depending CYBERNETIC AUGMENTATIONS
on the type of enhanced item. Some categories, such Cybernetic augmentations are enhancements built in
as weapons and armor, are obvious. Others are less so.
to biological creatures, such as beasts or humanoids.
ADVENTURING GEAR They come in the form of replacements, which replace
a physical body part, or enhancements, which simply
Items that don't fall in one of the other categories are augment a creature. Cybernetic augmentations are
considered adventuring gear. They might be worn discussed further later in this chapter.
items, such as boots or a jetpack, or hand-held item
like a holocron. This category is a catch-all for for items DROID CUSTOMIZATIONS
that don't fit in other categories. Droid customizations are items that can enhance a
ARMOR droid in some way. They come in the form of parts,
which replace a physical droid part, or protocols, which
Unless an armor's description says otherwise, armor enhance the droid's functions in some way. Droid
must be worn for its enhanced properties to function. customizations are discussed later in this chapter.
Some suits of enhanced armor specify the type of
armor they are, such as durasteel armor or combat FOCUSES
suit, or the category in which they fall, such as light or
Focuses are sub-categorized depending on what type
heavy armor. If an enhanced armor doesn't specify its of casting they augment: force or tech.
armor type, you may choose the type or determine it Force. Force focuses are used to augment the
randomly.
casting of force powers. The most common type of
CONSUMABLES force focuses are focus generators, which are held in
the hand of the forcecaster. Force focuses are not
Typically, consumables are single use (unless the required to cast force powers.
description says otherwise). Once a consumable is Tech. Tech focuses are used to augment the casting
used, it takes effect immediately and is rendered of tech powers. The most common type of tech focuses
useless. are wristpads, which are worn on the forearm of the
The value of consumables, due to their impermanent techcaster. Unlike force focuses, tech focuses are
nature, is typically half that of permanent enhanced required to cast tech powers.
items. Consumables are sub-categorized by their type: A character can only benefit from one focus at a
Adrenals. Adrenals are designed to give a short term time. Once per round you can switch which focus you
boost to a creature, like increased speed. Adrenal are benefiting from (no action required).
effects rarely last longer than a minute.
Ammunition. Ammunition is unique sources of MODIFIABLE ITEMS
power or temporary enhancements for weapons.
Some enhanced items come with vacant slots for item
Barriers. Barriers offer temporary protection, modifications, which improve the enhanced item in
usually to a single damage type, and rarely last longer some way. Typically, though not always, enhanced
than a minute. items have either built in properties or vacant
Explosives. Explosives, such as cryo grenades or modification slots, but not both. Modifiable items—and
thermal detonators, are designed to cause an effect in their modifications—are discussed further later in this
a radius that varies depending on their nature. chapter.
Medpacs. Medpacs are used to restore hit points to
creatures other than droids and constructs. SHIELDS
Poisons. Poisons are used to incapacitate or harm
Like armor, unless the description says otherwise, the
beasts and humanoids.
shield must be actively wielded for its enhanced
Stimpacs. Stimpacs offer boosts to creatures, like
properties to function.
increasing an ability score, that typically last for an
Some shields specify the category in which they fall,
hour or more.
such as light shield generator or any heavy shield. If an
Substances. Substances are often illicit, such as
enhanced shield doesn't specify its category, you may
spice or death sticks, or legal and common, like beer or
choose the category or determine it randomly.
wine. Substances confer a benefit at risk of addiction.
Substances are discussed further later in this chapter. WEAPONS
Technology. Technology consumables are used to
enhance interactions with technology and other uses, Whether crafted for a nefarious or benevolent
including repairing droids and constructs. purpose, weapons are among the most coveted of
enhanced items.
Some enhanced items specify the type of weapon
they are in their descriptions, such as a lightsaber or
assault cannon, or the category in which they fall, such
as vibroweapon or blaster. If an enhanced weapon
doesn't specific its weapon type, you may choose the
type or determine it randomly.

CHAPTER 7 | ENHANCED ITEMS 71


AWARDING ENHANCED ITEMS
Enhanced items are prized by adventurers are all sorts, CHOOSING ITEMS LEVEL BY LEVEL
often serving as the main reward for an adventurer. You decide when to place an item in an adventure that
This section helps determine which enhanced items
you're creating or modifying usually because you think
end up in the characters' possession.
the story calls for an enhanced item, the characters
DISTRIBUTION need one, or the players would be especially pleased to
get one.
The Minor and Major Enhanced Items by Rarity tables When you want to select an item as treasure for an
below show the number of enhanced items a party of encounter, the Minor and Major Enhanced Items by
four should encounter during a campaign, culminating Rarity tables serve as your item budget, as follows:
in 100 enhanced items accumulated by 20th level. The
tables show much many of those items are meant to 1. Jot down a copy of the table in your notes, so that you
be handed out during the five tiers of play. The second can make adjustments to the numbers as you select
and third tiers (levels 5-8 and 9-12, respectively) are items to be placed in an adventure.
intended to be when characters receive the majority of 2. Refer to the line in the Character Level column that
enhanced items, since these are the tiers where the corresponds to the level of the player characters in your
majority of campaigns occur. game. The entries in that row of the table indicate the
total number of items that would be appropriate for the
MINOR AND MAJOR ITEMS
The most common distinction between minor and characters to receive by the end of the tier represented
major enhanced items is attunement. All items that by that row.
require attunement should be treated as major 3. Choose an enhanced item of any rarity for which the
enhanced items. On the other hand, all consumables entry in this row is not 0.
and item modifications should be treated as minor 4. When the characters obtain an item, modify your notes
enhanced items. Many items, however, do not easily to indicate which part of your budget this expenditure
fall into those two categories. Generally, if the item has came from by subtracting 1 from the appropriate entry
a significant impact on one of the three pillars of in the table.
adventure—exploration, social interaction, or combat In the future, if you choose an item of a rarity that's not
—but does not require attunement, it should available in the current tier but is still available in a
nonetheless be treated as a major item. lower tier, deduct the item from the lower tier. If all
For instance, armor +1 does not require attunement, lower tiers also have no items available of a given
but it has a significant impact in combat, so it should rarity, deduct the item from a higher tier.
be treated as major. Mag-lock boots, however, don't
significantly impact any aspect of gameplay, and thus
should be treated as minor.

MINOR ENHANCED ITEMS BY RARITY


Character

Level Standard Premium Prototype Advanced Legendary Artifact Total


1-4 6 3 — — — — 9
5-8 8 10 5 — — — 23
9-12 2 4 6 7 — — 19
13-16 — 2 3 5 6 — 16
17-20 — — 2 3 4 4 13
Total 16 19 16 15 10 4 80

MAJOR ENHANCED ITEMS BY RARITY


Character

Level Standard Premium Prototype Advanced Legendary Artifact Total


1-4 1 2 — — — — 3
5-8 — 1 4 — — — 5
9-12 — — — 4 — — 4
13-16 — — — — 4 — 4
17-20 — — — — — 4 4
Total 1 3 4 4 4 4 20

72 CHAPTER 7 | ENHANCED ITEMS


CHOOSING ITEMS PIECEMEAL ENHANCED ITEM VALUES
If you prefer a more free-form method of choosing The value of an enhanced item varies depending on
enhanced items, simply select each enhanced item you the rarity of the item, as shown below in the Enhanced
want to give out; then, when th e characters acquire Item Value by Rarity table.
one, deduct it from the Enhanced Items by Rarity Using the Enhanced Item Value by Rarity table, you
tables in your notes. Whenever you do so, start with then assign prices to the available items, based on
the lowest level tier, and deduct the item from the first their rarity. Halve the price of any consumable item,
number you come across in the appropriate rarity such as a medpac or explosive, or item modification
column for the item, whether it's minor or major. If when using the table to determine an item's value.
that tier doesn't have a number greater than 0 for that
rarity, go up a tier until you find one that does, and Enhanced Item Value by Rarity
deduct the enhanced item from that number. Rarity Value
Following this process, you will zero out each row of
Standard up to 1,000 cr
the table in order, going from the lowest levels to the
highest. Premium 1,001 to 5,000 cr
Prototype 5,000 to 25,000 cr
GENERATING NEW ENHANCED ITEMS Advanced 25,000 - 100,000 cr
As a GM, you can easily generate new enhanced items
by combining the effects of two like items, provided Legendary 100,000 - 500,000 cr
those items have the same type and subtype (if Artifact at least 500,000 cr
present). For instance, you could combine the effects
of two item modification (augments) to create a new,
DETERMINE VALUES RANDOMLY
higher rarity augment, but you couldn't combine the
effects of a shield and a suit of armor to create a new Alternatively, you can determine the value of enhanced
item in this way. items randomly. To do so, you should first roll
When you do so, you want to combine the rarities of percentile dice twice, keeping the higher total. Then,
the items whose effects you are combining by you should multiply the result by the modifier,
assigning a point value to each item. A standard item depending on the item's rarity, as shown below in the
has a value of 1, premium has a value of 2, and so on Value Modifier by Rarity table.
up to an artifact's value of 6. Add the points for the
items you are combining to determine the new item's Value Modifier by Rarity
rarity. For instance, if you combine the effects a
Rarity Value Modifier   
premium (2 points) augment with a prototype (3
points) augment, you end up with a new legendary Standard 10 cr       
augment due to the combined total of 5 points. You
Premium 50 cr       
can't exceed 6 points when combining objects in this
way. Prototype 250 cr       
If the two items you are combining confer a like Advanced 1,000 cr       
bonus, such as a bonus to attack rolls or the save DC
of force powers, that bonus should not exceed +3. If Legendary 5,000 cr       
the items already include rules governing the Artifact 25,000 cr       
maximum value that item could provide, such as a
keen weapon modification, you would instead follow
the guidelines provided by that item. If item value falls below the base threshold for that
rarity, you might instead use the base for that rarity.
For instance, if I want to determine the value of a
OVERSTOCKING AN ADVENTURE prototype item, I first roll percentile dice twice. I get the
The enhanced item tables in this chapter are based on results of 63 and 22, so I keep the 63 since it's the
the number of items the characters are expected to higher number. I then multiply that number by the
receive, not the number of items that are available in value modifier for prototype (250 cr), ending up with an
an adventure. When creating or modifying an item value of 15,750 cr (63 x 250 cr). If I instead had
adventure, assume that the characters won't find all of rolled 11 and 16 on the percentile dice rolls, however, I
the items you place in it, unless most of the loot is in would have ended up with an item value of 4,000 cr (16
easy-to-find locations. x 250 cr). Since this falls below the minimum value
threshold for prototype items (5,000 cr), you could
ARE ENHANCED ITEMS NECESSARY? instead use the minimum.
Ultimately, this is a question that can only be
answered at your table. Some players are more loot To reflect the availability of enhanced items in your
driven, while others prefer to focus on the story campaign, you can apply a penalty or bonus, as
aspect of gameplay. Generally, a normal campaign appropriate to your setting, when resolving the d100
assumes that enhanced items appear sporadically and roll determining enhanced item values.
are a boon. Characters and monsters are built to face
each other without the aid of enhanced items. When determining the value for an enhanced item that
Consequently, if your player characters obtain an
has an unenhanced version, such as a medpac or a
inordinate amount of enhanced items, encounters
might become progressively trivial. As a GM, you have
blaster rifle, instead of replacing with the value
to worry about maintaining that balance. determined by the rolls above, add the result to the
unenhanced item's value.

CHAPTER 7 | ENHANCED ITEMS 73


MODIFIABLE ITEMS
Some enhanced items come with fixed properties. Installation/Removal DC by Rarity
Other enhanced items, called chassis, are more Rarity Installation/Removal DC
customizable.
Standard 10
MODIFYING EQUIPMENT Premium 14
Modifying an item requires three key components: a Prototype 18
modifiable item chassis, a modification to install, and
Advanced 22
the appropriate tools. An item can only be modified by
someone proficient with appropriate tools, as shown in Legendary 26
the Item Specific Tools table on page ___. Artifact 30
MODIFIABLE ITEM CHASSIS
Every item chassis comes with at least four On a success, the modification is correctly installed.
modification slots, increasing to six at higher rarities, as On a failure, the modification is not installed, and you
determined by the chassis's rarity, as shown below in must wait 24 hours before you can try again.
the Modification Slots by Rarity table.
REMOVING MODIFICATIONS
Modification Slots by Rarity Removing a modification requires an ability check with
the appropriate tool, as shown in the Item Specific
Rarity Modification Slots Tools table. The DC for the check is determined by the
Standard 4 rarity of the modification being removed, as shown
Premium 4 above in the Installation/Removal DC by Rarity table.
On a success, the modification is removed and
Prototype 5 salvaged. On a failure, the modification is removed but
Advanced 5 destroyed.
Legendary 6
Artifact 6
UPGRADING MODIFIABLE ITEM CHASSIS
Modifiable item chassis can have their rarity upgraded
Every modifiable item chassis has four base slots, over time. An item can only be upgraded by someone
determined by its type. Prototype and advanced proficient with the appropriate tools, and it can only be
modifiable item chassis also have one augment slot in upgraded one rarity step at a time. Modifying a chassis
addition to the four base slots for their type, while takes eight hours and requires an ability check with the
legendary and artifact have two. A modifiable item appropriate tool. The DC for the check is determined
chassis only requires attunement and is considered by the rarity to which the chassis is being upgraded, as
enhanced if it has at least one modification installed. shown in the Installation/Removal DC by Rarity table
A modifiable item chassis can only include above. Additionally, upgrading the rarity of a chassis
modifications of the same rarity or a lesser rarity. For requires an appropriate rare material, as discussed in
instance, if you have a prototype modifiable item the Crafting downtime activity. Upgrading a modifiable
chassis, you can modify it with standard, premium, and item chassis has no effect on any modifications
prototype modifications. However, the item's nature currently installed in the chassis.
does not allow it to support higher rarity modifications. On a success, the modifiable item chassis is
upgraded to the new rarity. On a failure, the modifiable
INSTALLING MODIFICATIONS item chassis is not upgraded, you must wait 24 hours
Installing a modification takes one hour and requires before you can try again, and you must roll a d20. If
an ability check with the appropriate tool, as shown in you roll a 1 on the d20, one currently installed
the Item Specific Tools table on page ___. The DC for modification is destroyed. If the chassis has more than
the check is determined by the rarity of the one modification installed, the GM should determine
modification being installed, as shown below in the which modification is destroyed randomly.
Installation/Removal DC by Rarity table.

74 CHAPTER 7 | ENHANCED ITEMS


COLOR CRYSTALS AUGMENTS
In addition to the modifications unique to themselves, Augments are intended to offer features universal
all lightweapons come with a slot for a color crystal. across items, such as an increase to an ability score or
Typically, newly created lightweapons come with one of augmenting a class feature.
the more common color variants, such as green, blue, You can't have two of the same augment in a single
or red. Occasionally, a character might come across a chassis, but you can have multiples of an augment,
more scarce color crystal. When determining what each in its own chassis.
color crystal a lightweapon comes with, the GM can Installing Augments in Other Items. Additionally, a
choose for the player, or have the player make a character proficient in tinker's implements can add
universal forcecasting ability check with proficiency. modification slots for augments to items that lack
The result of the check affects the color of the crystal, them. First, the character must spend one
as shown below in the Forcecasting Color Crystal uninterrupted hour tinkering with the item, which can
Modifier table. be done over a short rest, with their tinker's
implements. The character must then make an ability
Forcecasting Color Crystal Modifier check with tinker's implements. On a result of less than
Forcecasting d100 Roll
20, the item gains no augment slots, and you must wait
Ability Check DC Item modifier 24 hours before you can try again. On a result of 20 or
1 -15 higher, the item gains one augment slot, to a maximum
of one augment slot. On a result of 30 or higher, the
5 -10 item gains a two augment slots, to a maximum of two
10 -5 augment slots. Adding augment slots to an item causes
15 0
that item to require attunement, if it didn't already. An
item can't support augments of higher rarity than the
20 +5 item's rarity.
25 +10
VARIANT: COMMON MODIFICATIONS
30 +20 Modifying equipment is a common expectation of
adventurers foraying through the worlds of Star Wars.
The d100 Roll Modifier is added to the percentile dice This rule treats all potential modifiable items—that is,
rolled for the Color Crystal table, which is discussed the eight categories listed in this chapter—as
below. unmodified standard rarity chassis. For example, every
unenhanced blaster you find while adventuring, or for
sale in a market, comes with vacant modification slots
Once a player has made their forcecasting ability check
for blaster modifications.
to discover a lightweapon color crystal, the player rolls
Additionally, all modifications of standard rarity
percentile dice and consults the Color Crystal table
should be available for purchase from appropriate
below, applying a modifier based on the result of their
vendors without using the Buying Enhanced Items
forcecasting ability check.
downtime activity.
Color Crystal
Note that all chassis of premium or higher rarity
d100 Crystal Color d100 Crystal Color
should still be treated as enhanced items for the
1-20 Blue 91-93 Viridian purposes of distribution.
21-40 Red 94-96 Cyan
41-60 Green 97 Bronze
61-70 Yellow 98 Silver
71-80 Purple 99 White
81-90 Orange 100+ Black

This table includes the most common and desirable


color crystals. More extensive options can be awarded
at the discretion of the GM.

A player can choose the color crystal that is the result


of their percentile dice rolled, or they can choose one
that falls below it. For instance, if the player rolls a 91
and finds a viridian color crystal, they could instead
choose a yellow color crystal, as if they had rolled a 63.

CHAPTER 7 | ENHANCED ITEMS 75


CYBERNETIC AUGMENTATIONS
Some characters are dissatisfied with their inborn gifts, INSTALLING AUGMENTATIONS
while some are simply looking to augment their natural In addition to the time and cost requirement, installing
prowess. The less fortunate, however, might find
an augmentation requires an ability check with
themselves missing a limb. For all of these characters,
biotech's implements. The DC for the check is
cybernetic augmentations suit a purpose. determined by the rarity of the augmentation being
AUGMENTING CREATURES installed, as shown in the Installation/Removal DC by
Rarity table on page __.
Augmenting a creature with cybernetic enhancements On a success, the augmentation is correctly installed.
requires three key components: a valid target for the On a failure, the augmentation is not installed, the time
augmentation, an augmentation to install, and and credits are spent, and you must wait 24 hours
biotech's implements. A creature can only be modified before you can try again. Additionally, on a failure, the
by someone with proficiency in biotech's implements. recipient suffers another effect, depending on the type
VALID TARGETS of augmentation installed:
Typically, only beasts and humanoids are valid targets Enhancement: On a failure, the recipient suffers one
for augmentations. A creature can support a number level of exhaustion.
of cybernetic augmentations equal to their proficiency Replacement: On a failure, the recipient loses the
bonus. ability to use the part being replaced for a period of
AUGMENTATION TIME time equal to the time it would take to install the
It takes 8 hours to install an augmentation in a Medium replacement. For instance, to install an arm
creature. The time it takes to install an augmentation in replacement in a Huge creature it takes 40 hours,
a creature of another size varies based on the size of performed over five days. If, at the end of the five day
the target, as shown below in the Creature Size Time period, the installer fails the ability check with biotech's
Modifier table below. implements, the Huge creature loses the ability to use
that arm for five days.
Creature Size Time Modifier
Creature Size Time Modifier REMOVING AUGMENTATIONS
Tiny     x 0.25
Removing an augmentation takes half the time and
credits it would to install, and requires an ability check
Small     x 0.5 with biotech's implements. The DC for the check is
Medium     x1 determined by the rarity of the augmentation being
removed, as shown in the Installation/Removal DC by
Large     x2
Rarity table on page __.
Huge     x5 On a success, the augmentation is removed and
Gargantuan     x 10 salvaged. On a failure, the augmentation is removed
but destroyed.
For instance, to install an augmentation in a Medium Additionally, if removing a replacement
creature takes 8 hours. To install an augmentation in a augmentation, the recipient loses the ability to use the
Huge creature, however, it takes 40 hours (5 x 8). missing part until it receives another suitable
The installer works 8 hours per day. It costs 100 replacement.
credits per hour if the operation is performed by an
NPC. AUGMENTATION CATEGORIES
Two major categories of cybernetic augmentations
SIDE EFFECTS exist in the galaxy: enhancements and

In addition to the side effects associated with each replacements.


augmentation, your body undergoes changes,
depending on how many augmentations you adopt, as ENHANCEMENTS
shown below in the Cybernetic Augmentation Side Enhancements bestowed new abilities or improved the
Effects table. recipient in some fashion. Enhancements included
skeletal reinforcement, subcutaneous communications
Cybernetic Augmentation Side Effects hardware, and weapon mounts. Some enhancements
Number of
have visible external components, while others were
Augmentations  Side Effect hidden beneath the skin.
You have disadvantage on saving throws REPLACEMENTS
2
against effects that deal ion damage. Replacements are prosthetic or artificial units intended
4 You have vulnerability to ion damage. to replace limbs and damaged organs. Common
You count as a droid for powers that affect
replacements provided no benefits other than
6
only droids or constructs.
duplicating the essential functions of their biological
counterparts. In appearance, a cybernetic replacement
could be recognizably artificial or virtually
indistinguishable from the real thing.

76 CHAPTER 7 | ENHANCED ITEMS


DROID CUSTOMIZATIONS
Droids vary in form and function. Beyond simply their The time and cost it takes to upgrade a motor in a
droid classification and subtype, many droids—or their droid of another size varies based on the size of the
owners—crave further customizability. Droid target, as shown in the Droid Size Time Modifier table.
customizations are designed for this purpose. For instance, to upgrade a Medium droid's motor
from 2 slots to 3 slots, it takes 8 hours and 2,000 cr. To
CUSTOMIZING DROIDS upgrade a Huge droid's motor from 3 slots to 4 slots,
Customizing a droid with droid-specific equipment however, it takes 40 hours (5 x 8) and 50,000 cr (5 x
requires three key components: a droid with a valid 10,000).
slot for the equipment, a piece of equipment to install, The installer works 8 hours a day. It costs 100 credits
and astrotech's implements. A droid can only be per hour if the operation is performed by an NPC.
customized by someone with proficiency in astrotech's
implements. INSTALLING CUSTOMIZATIONS
In addition to the time and cost requirement, installing
VALID TARGETS a customization requires an ability check with
Only droids are valid targets for droid customizations. astrotech's implements. The DC for the check is
A droid's motor can support two droid customizations, determined by the rarity of the customization being
and can be upgraded to support up to six installed, as shown in the Installation/Removal DC by
customizations. Rarity table on page __.
CUSTOMIZATION TIME On a success, the customization is correctly installed.
It takes 8 hours to install a customization in a Medium On a failure, the customization is not installed, the time
droid. The time it takes to install a customization in a and credits are spent, and you must wait 24 hours
droid of another size varies based on the size of the before you can try again.
target, as shown in the Droid Size Time Modifier table
REMOVING CUSTOMIZATIONS
below.
Removing a customization takes half the time and
Droid Size Time Modifier credits it would to install, and requires an ability check
Droid Size Time Modifier with astrotech's implements. The DC for the check is
determined by the rarity of the customization being
Tiny     x 0.25
removed, as shown in the Installation/Removal DC by
Small     x 0.5 Rarity table on page __.
Medium     x1 On a success, the customization is removed and
salvaged. On a failure, the customization is removed
Large     x2 but destroyed.
Huge     x5
CUSTOMIZATION CATEGORIES
Gargantuan     x 10
Two major categories of droid customizations exist in
For instance, to install a customization in a Medium the galaxy: parts and protocols.
droid takes 8 hours. To install an augmentation in a PARTS
Huge droid, however, it takes 40 hours (5 x 8). Parts typically enhance or replace the features of a
The installer works 8 hours per day. It costs 100 droid. Additional arms, integrated shield generators or
credits per hour if the operation is performed by an weapons, or built-in repulsor lifts. You can't have more
NPC. parts than your Strength, Dexterity or Constitution
MOTOR UPGRADING modifier (your choice, minimum of one).
A droid's motor can be upgraded to support more PROTOCOLS
customizations, up to a maximum of six Protocols bestow new abilities or improvements on the
customizations. To upgrade the motor in a Medium target droid. Typically, they take the shape of systems
droid, it takes 8 hours and a number of credits improvements and offer no visible indication that they
depending on the total number of slots the upgraded exist. You can't have more protocols than your
motor grants, as shown below in the Total Slots Intelligence, Wisdom, or Charisma modifier (your
Upgrade Cost table. choice, minimum of one).
Total Slots Upgrade Cost
Total Slots Upgrade Cost     
3 2,000 cr       
4 10,000 cr       
5 50,000 cr       
6 200,000 cr       

CHAPTER 7 | ENHANCED ITEMS 77


CHAPTER 8: TOOL PROFICIENCIES
         ool proficiencies are a useful way to highlight a
SPECIAL USE
         character's background and talents. At the game
table, though, the use of tools sometimes overlaps with Proficiency with a tool usually brings with it a particular
the use of skills, and it can be unclear how to use them benefit in the form of a special use, as described in this
together in certain situations. This section offers paragraph. During a short or long rest, you can only
various ways that tools can be used in the game. activate the special use of one of your tools.
To make tool proficiencies more attractive choices SAMPLE DCS
for the characters, you can use the methods outlined A table at the end of each section lists activities that a
below. tool can be used to perform, and suggested DCs for
the necessary ability checks.
TOOL DESCRIPTIONS
The following sections go into detail about the tools Item Specific Tools
presented in Chapter 5, as well as those present in the Tool                    Uses
Player's Handbook, offering advice on how to use them Archaeologist kit —
in a campaign.
The first paragraph in each description gives details Armormech's implements Armor, shields
on what a set of tools is made up of. A character who is Armstech's implements Blasters, vibroweapons
proficient with a tool knows how to use all of its
Focus generators, holocrons,
component parts. Artificer's implements
lightweapons
SKILLS Artillerist's kit Turrets
Every tool potentially provides bonuses on a check
Artist's implements Artwork, sculptures
when used in conjunction with certain skills, provided a
character is proficient with both the tool and the skill. Astrotech's implements Droid customizations, droids
Each tool grants bonuses to three skills. Audiotech's implements
With respect to skills, the system is mildly abstract in
Bioanalysis kit Antitoxins
terms of what a tool proficiency represents; essentially,
it assumes that a character who has proficiency with a Biochemist's kit Adrenals, medpacs, stimpacs
tool also has learned about facets of the trade or Biotech's implements Cybernetic augmentations
profession that are not necessarily associated with the
use of the tool. Brewer's kit Alcohol
Advantage. If the use of a tool and the use of a skill Chef's kit Food
both apply to a check, and a character is proficient with Constructor's implements Buildings and structures
the tool and the skill, consider allowing the character to
make the check with advantage. This simple benefit Cybertech's implements Datacrons, wristpads
can go a long way toward encouraging players to pick Demolitions kit Explosives
up tool proficiencies. In the tool descriptions that Disguise kit Disguises
follow, this benefit is often expressed as additional
insight (or something similar), which translates into an Forgery kit Falsified documents
increased chance that the check will be a success. Gadgeteer's implements Barriers, gadgets, jetpacks
Added Benefit. Additionally, consider giving
Gaming set —
characters who have both a relevant skill and a
relevant tool proficiency an added benefit on a Geneticist's implements Genetic mutations
successful check. This benefit might be in the form of Jeweler's implements Jewelry
more detailed information or could simulate the effect
Mechanic's kit Starships, vehicles
of a different sort of successful check. For instance, a
character proficient with constructor's implements Munitions kit Ammunition
makes a successful Wisdom (Perception) check to find Musical instrument —
a secret door in a wall. Not only does the character
notice the door's presence, but you decide that the tool Poisoner's kit Poisons
proficiency entitles the character to an automatic Scavenging kit —
success on an Intelligence (Investigation) check to Security kit Containers, locks
determine how to open the door.
Slicer's kit Computers, software
OTHER TOOLS
Spicer's kit Substances
Additionally, at the GM's discretion, certain tools might
grant bonuses when used in conjunction with another Surveyor's implements Maps
tool, provided a character is proficient with both. For Synthweaver's implements Clothing, footwear
instance, if a character is proficient with both
Tinker's implements Augments, trinkets
munitions kits and armstech's implements, you might
grant them advantage on checks they make with either
tool.

78 CHAPTER 8 | TOOL PROFICIENCIES


Tools by Item
Item                    Tool Item                    Tool

Adrenals Biochemist's kit Holocrons Artificer's implements


Ammunition Munitions kit Jetpack Gadgeteer's implements
Armor Armormech's tools Lightweapons Artificer's implements
Artisan's implements Tinker's implements Mantles Synthweaver's implements
Augments Tinker's implements Medpacs Biochemist's kit
Barding Armormech's kit Determined by the chassis's
Modifications
governing tool
Barriers Gadgeteer's implements
Musical instruments Audiotech's implements
Gadgeteer's implements

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

CHAPTER 8 | TOOL PROFICIENCIES 79


ALCHEMIST'S KIT ARMORMECH'S IMPLEMENTS
Tool description. Armormech's implements include all of the necessary
components to allow you to work raw materials to craft
SKILL 1 or repair damage to armor and shields.
Skill and tool description interaction.
LORE
SKILL 2 Your expertise lends you additional insight when
Skill and tool description interaction. examining armor and shields.
SKILL 3 INVESTIGATION
Skill and tool description interaction. You can spot clues and make deductions that others
might overlook when an investigation involves armor
FEATURE and shields.
Feature that utilizes the tool in some capacity.
STEALTH
Sample Activities Your greater understanding of armor you—or your
Activity DC allies—wear allows for more cautious movement.
Activity description xx BOOST ARMOR
Over the course of a short or long rest, you can make a
ARCHAEOLOGIST KIT DC 15 armormech's implements check to temporarily
This kit contains instruments used to carefully collect improve a suit of armor or a shield. To use this benefit,
crystals, gems, relics, and other heirlooms. Proficiency you must have armormech's implements with you, and
with this kit lets you add your proficiency bonus to any the object must be within reach. On a success, once
ability checks you make to classify, collect, and polish before your next short or long rest, a character
gems and relics. wearing this armor or wielding this shield can gain a
bonus to AC against one attack. This bonus is a die,
SURVIVAL with a maximum value equal to your proficiency
When searching in the wild, you can more easily search bonus. If you have expertise in the tool, this die's
for places that might house relics. maximum is instead equal to twice your proficiency
bonus.
INVESTIGATION
You can easily spot the location of potential gemstones Sample Activities
or other precious relics. Activity DC
PERSUASION Repair a suit of armor or a shield 15
When bartering while precious stones or relics are Sunder a suit of armor or a shield 10
involved, you can more easily negotiate a fair price.

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

80 CHAPTER 8 | TOOL PROFICIENCIES


ARMSTECH'S IMPLEMENTS
Armstech's implements include all of the necessary LENS IMPROVEMENT
components to allow you to work raw materials to craft Over the course of a short or long rest, you can make a
or repair damage to blasters and vibroweapons.
DC 15 artificer's implements check to temporarily
LORE improve a lightweapon or focus generator. To use this
Your expertise lends you additional insight when benefit, you must have artificer's implements with you,
examining blasters and vibroweapons. and the object must be within reach. On a success,
once before your next short or long rest, a character
INVESTIGATION wielding this lightweapon can gain a bonus to one
You can spot clues and make deductions that others weapon attack roll, or focus generator can gain a
might overlook when an investigation involves blasters bonus to one force attack roll. This bonus is a die, with
and vibroweapons. a maximum value equal to your proficiency bonus. If
you have expertise in the tool, this die's maximum is
TECHNOLOGY instead equal to twice your proficiency bonus.
You can more readily identify an enhanced blaster or
vibroweapons properties. Sample Activities
Activity DC
AMPLIFY WEAPON
Disassemble a lightweapon 20
Over the course of a short or long rest, you can make a
DC 15 arsmtech's implements check to temporarily Repair a lightweapon 15
improve a blaster or vibroweapon. To use this benefit, Sunder a lightweapon 10
you must have arsmtech's implements with you, and
the object must be within reach. On a success, once
before your next short or long rest, a character ARTILLERIST'S KIT
wielding this weapon can gain a bonus to one weapon Artillerist's kits contains all the necessary equipment to
attack. This bonus is a die, with a maximum value create, repair, and modify turrets.
equal to your proficiency bonus. If you have expertise
in the tool, this die's maximum is instead equal to twice LORE
your proficiency bonus. Your proficiency allows you to more readily discern the
history of any turrets you encounter.
Sample Activities
INVESTIGATION AND PERCEPTION
Activity DC Your experience lets you more readily identify
Repair a blaster or vibroweapon 15 aftermarket modifications in turrets.
Sunder a blaster or vibroweapon 10
TURRET IMPROVEMENTS
Over the course of a short or long rest, you can make a
ARTIFICER'S IMPLEMENTS DC 15 artillerist's kit check to temporarily improve a
Artificer's implements include all of the necessary turret. To use this benefit, you must have an artillerist's
components to allow you to craft and repair focus kit with you, and the object must be within reach. On a
generators, holocrons, and lightweapons. success, once before your next short or long rest, this
turret can gain a bonus to one attack roll or a bonus to
INSIGHT one save DC. This bonus is a die, with a maximum
You have greater intuition when dealing with spirits value equal to your proficiency bonus. If you have
trapped in holocrons. expertise in the tool, this die's maximum is instead
LORE equal to twice your proficiency bonus.
Your expertise lends you additional insight when
determining the origin and age of lightweapons.
Sample Activities
Activity DC
TECHNOLOGY Disable a turret 20
Your knowledge grants you greater understanding
when reverse engineering lightweapon or focus Repair a turret 15
generator item modifications.

CHAPTER 8 | TOOL PROFICIENCIES 81


ARTIST'S IMPLEMENTS
Artist's implements include all of the necessary Sample Activities
components to create and store art. Activity DC
LORE Identify a droid's designation 10
Your expertise aids you in uncovering lore of any sort Determine if a droid has any modifications 15
that is attached to a work of art, such as the mystical
properties of a painting or the origins of a strange
mural found in a dungeon. AUDIOTECH'S IMPLEMENTS
Audiotech's implements contain all of the tools
INVESTIGATION AND PERCEPTION
necessary to build, repair, and tune instruments.
When you inspect a painting or a similar work of visual
art, your knowledge of the practices behind creating it PERFORMANCE
can grant you additional insight. Fundamental knowledge of instruments enhances your
ability to capture the attention of others.
COMMEMORATE EVENT
Over the course of a short or long rest, you can make a INVESTIGATION
DC 15 artist's implements check to create a depiction Your experience makes it easy for you to identify an
of an event, person, or other noteworthy object. To use instrument, including its age and manufacturer, if the
this benefit, you must have artist's implements with manufacturer is widely known.
you. On a success, you create a rendition that perfectly LORE
captures the event in question, provided the event You can accurately appraise the value of an
happened no more than one day ago. If you have instrument.
expertise in the tool, you can instead capture an event
that happened no more than one week ago. TUNE INSTRUMENT
Sample Activities Over the course of a short or long rest, you can make a
DC 15 audiotech's implements check to tune or
Activity DC
otherwise care for an instrument. To use this benefit,
Paint an accurate portrait 10 you must have audiotech's implements with you, and
Create a painting with a hidden message 20 the instrument must be within reach. On a success,
once before your next short or long rest, you can gain
a bonus to one check you make with the instrument.
ASTROTECH'S IMPLEMENTS This bonus is a die, with a maximum value equal to
Astrotech's implements include all of the necessary your proficiency bonus. If you have expertise in the
components to create droid customizations, assemble tool, this die's maximum is instead equal to twice your
droids, and modify assembled droids. proficiency bonus.

INVESTIGATION Sample Activities


Your discerning eye, coupled with your experience with Activity DC
your tools, lets you identify droids that have
aftermarket part customizations installed. Appraise an instrument 20
Tune an instrument 15
LORE
Your expertise lets you determine the product line,
model, and class of a droid.
TECHNOLOGY
Your knowledge lets you determine whether a droid
has been modified beyond its model specifications,
and to what extent.

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.

82 CHAPTER 8 | TOOL PROFICIENCIES


BIOANALYSIS KIT
A bioanalysis kit includes all of the necessary Sample Activities
components to harvest and store plants, as well as Activity DC
identify their uses.
Create a traumakit 10
MEDICINE Identify a chemical 10
Your mastery of bioanalysis improves your ability to
treat illnesses and wounds by augmenting your Create a medpac 15
methods of care with medicinal plants. Create an antidote kit 20

NATURE AND SURVIVAL


When you travel in the wild, your skill in bioanalysis BIOTECH'S IMPLEMENTS
makes it easier to identify plants and spot sources of Biotech's implements include all of the necessary
food that others might overlook. components to craft and install cybernetic
augmentations in humanoids and beasts.
HERBAL REMEDIES
Over the course of a short or long rest, you can make a MEDICINE
DC 15 bioanalysis kit check to help an ally recover. To Combined with biotech's implements, your medical
use this benefit, you must have a bioanalysis kit with acumen allows you to better treat the injuries of
you, and access to local flora. On a success, you can cybernetically-enhanced patients.
remove one poison or disease from a friendly creature INSIGHT
within reach. Your knowledge of cybernetics' functionality grants you
Sample Activities improved awareness of the facial ticks of the
cybernetically-enhanced.
Activity DC
Find plants 15 TECHNOLOGY
Your knowledge and experience lets you identify
Identify plants and derivatives 20 cybernetic augmentations, and their function.

BIOCHEMIST'S KIT FEATURE


A biochemist's kit includes all of the necessary Feature that utilizes the tool in some capacity.
components to create and house standard adrenals,
Sample Activities
medpacs, and stimpacs.
Activity DC
INVESTIGATION Install an augmentation Varies
Proficiency with biochemist's kit allows you to unlock
more information on Investigation checks involving Reverse engineer an augmentation Varies
adrenals, medpacs, and stimpacs.
PERCEPTION
When you inspect an area for clues, proficiency with
biochemist's kit grants additional insight into any
chemicals or other substances that might have been
used in the area.
SKILL 3
Skill and tool description interaction.

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.

CHAPTER 8 | TOOL PROFICIENCIES 83


BREWER'S KIT FEATURE
Feature that utilizes the tool in some capacity.
Brewer's kit include includes all of the necessary
components to ferment and store beer, as well as
other alcoholic beverages. Over the course of a short or long rest, you can make
a DC 15 chef's
Proficiency with this kit lets you add your proficiency
bonus to any ability checks you make to create or PREPARE MEALS
identify alcoholic beverages. As part of a short rest, you can prepare a tasty meal
that helps your companions regain their strength. You
LORE and up to five creatures of your choice regain 1 extra
Proficiency with brewer's kit gives you additional hit point per Hit Die spent during a short rest,
insight on Intelligence (Lore) checks concerning events provided you have access to your chef's kit and
that involve alcohol as a significant element. sufficient food.
During a long rest, you can prepare and serve a
MEDICINE meal that helps you and your allies recover from the
This tool proficiency grants additional insight when you rigors of adventuring, provided you have suitable
treat anyone suffering from alcohol poisoning or when food, chef's kit, and other supplies on hand. The meal
you can use alcohol to dull pain. serves up to six people, and each person who eats it
regains two additional Hit Dice at the end of the long
PERSUASION rest. In addition, those who partake of the meal have
A stiff drink can help soften the hardest heart. Your advantage on Constitution saving throws against
proficiency with brewer's kit can help you ply someone disease for the next 24 hours.
with drink, giving them just enough alcohol to mellow
their mood . Sample Activities
BREWMASTER Activity DC
Create a typical meal 10
Over the course of a short or long rest, you can make a
DC 15 brewer's kit check to hone or reduce the Spot poison or impurities in food 15
addictive properties of an alcoholic beverage within Create a gourmet meal 15
reach. To use this benefit, you must have a brewer's
kit, and the alcoholic beverage must be within reach. If
a creature consumes the alcoholic beverage before the CONSTRUCTOR'S IMPLEMENTS
end of your next short or long rest, they have Constructor's implements include all of the necessary
advantage or disadvantage (your choice) on the saving components to build furnitures and structures.
throws made to avoid the low and addiction.
LORE
Sample Activities This tool proficiency aids you in identifying the use and
Activity DC the origin of buildings and structures.
Detect poison or impurities in a drink 10 INVESTIGATION/PERCEPTION
Identify alcohol 15 You gain additional insight when inspecting areas
within structures, because you know tricks of
Ignore effects of alcohol 20
construction that can conceal areas from discovery.

CHEF'S KIT FEATURE


This kit includes all of the necessary implements to Feature that utilizes the tool in some capacity.
prepare and serve food to up to six people. Proficiency
with this kit lets you add your proficiency bonus to any Over the course of a short or long rest, you can make
ability checks you make to identify food. Also, a DC 15
proficiency with this kit is required to create field
TEMPORARY SHELTER
rations. As part of a long rest, you can construct a lean-to or a
LORE similar shelter to keep your group dry and in the
shade for the duration of the rest. Because it was
Your knowledge of cooking techniques allow you to
fashioned quickly from whatever wood was available,
assess the social patterns involved in a culture's eating the shelter collapses 1d3 days after being assembled.
habits.

MEDICINE Sample Activities


When administering treatment, you can transform Activity DC
medicine that is bitter or sour into a pleasing
concoction. :-- :--:
Chisel a small hole in a wall 10
SURVIVAL
When foraging for food, you can make do with Design a complex structure 15
ingredients you scavenge that others would be unable Find a weak point in a wall 15
to transform into nourishing meals.
Pry apart a door 20

84 CHAPTER 8 | TOOL PROFICIENCIES


CYBERTECH'S IMPLEMENTS DISGUISE KIT
Cybertech's implements include all of the necessary Disguise kits includes all of the necessary components
components to modify and maintain datacrons, to create and apply a disguise. It includes cosmetics,
gadgets, and wristpads. hair dye, and small props that let you create disguises
that change your physical appearance, in addition to a
LORE tool that lets them holographically mimic clothing.
Your knowledge allows you greater insight into the
history and origin of datacrons. DECEPTION
In certain cases, a disguise can improve your ability to
INVESTIGATION weave convincing lies.
Your use of tools allows you to more accurately discern
illusions within 5 feet of you for what they are. INTIMIDATION
The right disguise can make you look more fearsome,
TECHNOLOGY whether you want to scare someone away by posing as
Your expertise grants you greater insight into the a plague victim or intimidate a gang of thugs by taking
enhanced properties of wristpads. the appearance of a bully.
FEATURE PERSUASION
Feature that utilizes the tool in some capacity. Folk tend to trust a person in uniform. If you disguise
yourself as an authority figure, your efforts to
Over the course of a short or long rest, you can make persuade others are often more effective.
a DC 15
CREATE DISGUISE
Sample Activities Over the course of a short or long rest, you can make a
DC 15 disguise kit check to craft a disguise that mimics
Activity DC the appearance of a creature you spent at least 1 hour
Unlock a datacron Varies observing. To use this benefit, you must have a
Disassemble a wristpad 20 disguise kit with you. On a success, you can don or doff
this disguise as an action. Additionally, once before
your next short or long rest, you can gain a bonus to
DEMOLITIONS KIT one check to pass yourself off as that creature. This
Demolitions kits includes all of the necessary bonus is a die, with a maximum value equal to your
components to create, set, and disarm explosives. It proficiency bonus. If you have expertise in the tool, this
contains a plastic face guard and heavy duty gloves, as die's maximum is instead equal to twice your
well as precision cutting and gripping tools, and various proficiency bonus.
common components of grenades and mines.
Sample Activities
LORE Activity DC
Your knowledge of explosives grants you insight when
Cover injuries or distinguishing marks 10
answering questions about the most effective
explosives for a given task. Spot a disguise being used by someone else 15

INVESTIGATION AND PERCEPTION


You gain additional insight when looking for mines and
charges, because you have learned a variety of
common signs that betray their presence.

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

CHAPTER 8 | TOOL PROFICIENCIES 85


FORGERY KIT GAMING SET
A forgery kit includes all of the necessary components A gaming set has all the pieces needed to play a
to craft and identify forged documents, including specific game or type of game, such as pazaak or
copying a person's seal or signature. sabacc.
DECEPTION LORE
A well-crafted forgery, such as papers proclaiming you Your mastery of a game includes knowledge of its
to be a noble or a writ that grants you safe passage, history, as well as of important events it was connected
can lend credence to a lie. to or prominent historical figures involved with it.
LORE INSIGHT
A forgery kit combined with your knowledge of history Playing games with someone is a good way to gain
improves your ability to create fake historical understanding of their personality, granting you a
documents or to tell if an old document is authentic. better ability to discern their lies from their truths and
read their mood.
INVESTIGATION
When you examine objects, proficiency with a forgery SLEIGHT OF HAND
kit is useful for determining how an object was made Sleight of Hand is a useful skill for cheating at a game,
and whether it is genuine. as it allows you to swap pieces, palm cards, or alter a
die roll. Alternatively, engrossing a target in a game by
FEATURE manipulating the components with dexterous
Feature that utilizes the tool in some capacity. movements is a great distraction for a pickpocketing
attempt.
Over the course of a short or long rest, you can make
a DC 15 FEATURE
Feature that utilizes the tool in some capacity.
QUICK FAKE
As a part of a short rest, you can produce a forged
Over the course of a short or long rest, you can make
document no more than one page in length. As a part
a DC 15
of a long rest, you can produce a document that is up
to four pages long. Your Intelligence check using a
forgery kit determines the DC for someone else's Sample Activities
Intelligence (Investigation) check to spot the fake.
Activity DC
Catch a player cheating 15
Sample Activities
Gain insight into an opponent's personality 15
Activity DC
Mimic handwriting 15
Duplicate a seal 20

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.

Over the course of a short or long rest, you can make


a DC 15

Sample Activities
Activity DC
Activity description xx

86 CHAPTER 8 | TOOL PROFICIENCIES


GENETICIST'S IMPLEMENTS MECHANIC'S KIT
Tool description. This kit contains all of the commonly required tools to
make repairs on constructs, such as ships, speeders,
SKILL 1 and turrets. Proficiency with this kit lets you add your
Skill and tool description interaction. proficiency bonus to any ability checks you make to
SKILL 2 perform repairs or install ship upgrades.
Skill and tool description interaction. LORE
Your skill allows you to more readily discern the make
SKILL 3
Skill and tool description interaction. and model of vehicle and ship parts.
INVESTIGATION
FEATURE Your experience lets you more readily identify
Feature that utilizes the tool in some capacity. aftermarket modifications in vehicles and ships.

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.

Over the course of a short or long rest, you can make


a DC 15

Sample Activities
Activity DC
Modify a gem's appearance 15
Determine a gem's history 20

CHAPTER 8 | TOOL PROFICIENCIES 87


MUNITIONS KIT POISONER'S KIT
This kit contains the necessary tools to create A poisoner's kit includes all of the necessary
ammunition for blasters, as well as devices to hone components to craft and store poisons.
lightweapons and vibroweapons.
INVESTIGATION
SKILL 1 Your knowledge of poisons has taught you to handle
Skill and tool description interaction. those substances carefully, giving you an edge when
you inspect poisoned objects or try to extract clues
SKILL 2 from events that involve poison.
Skill and tool description interaction.
MEDICINE
SKILL 3 When you treat the victim of a poison, your knowledge
Skill and tool description interaction. grants you added insight into how to provide the best
care to your patient.
HONE WEAPON
Over the course of a short or long rest, you can make a NATURE
DC 15 munitions kit check to temporarily improve a Working with poisons enables you to acquire lore
blaster or vibroweapon. To use this benefit, you must about which plants and animals are poisonous.
have munitions kit with you, and the object must be
within reach. On a success, once before your next FEATURE
short or long rest, a character wielding this weapon can Feature that utilizes the tool in some capacity.
gain a bonus to one weapon damage roll. This bonus is
a die, with a maximum value equal to your proficiency Over the course of a short or long rest, you can make
bonus. If you have expertise in the tool, this die's a DC 15 poisoner's kit check to temporarily improve
maximum is instead equal to twice your proficiency the potency of one dose of poison. To use this benefit,
bonus. you must have a poisoner's kit, and the poison must
be within reach. If the poison is applied before the end
Sample Activities of your next short or long rest, its DC becomes 8 +
your proficiency bonus + your Intelligence modifier,
Activity DC
and it deals extra poison damage equal to your
Mimic handwriting 15 Intelligence modifier.
Duplicate a seal 20
Sample Activities
MUSICAL INSTRUMENTS Activity DC
A musical instrument includes all of the necessary Spot a poisoned object 10
components to play it, as well as a few songs Determine the effects of poison 20
commonly performed with that instrument.
LORE
Your expertise aids you in recalling lore related to your
instrument.

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.

Over the course of a short or long rest, you can make


a DC 15

Sample Activities
Activity DC
Identify a tune 10
Subtly manipulate the emotions of your audience 15
Improvise a tune 20

88 CHAPTER 8 | TOOL PROFICIENCIES


SCAVENGING KIT SLICER'S KIT
This kit contains the necessary implements to harvest A slicer's kit includes all of the necessary components
and scavenge ores and metals. to interface with and disarm digital securities.
SKILL 1 LORE
Skill and tool description interaction. Your knowledge of digital securities grants you insight
when answering questions about them.
SKILL 2
Skill and tool description interaction. INVESTIGATION
You gain additional insight when looking for digital
SKILL 3 securities when using computers and terminals.
Skill and tool description interaction.
TECHNOLOGY
HONE BLADE Your knowledge of common digital security types
Over the course of a short or long rest, you can make a makes it easier for you to identify them.
DC 15 scavenging kit check to temporarily hone the
edge of a vibroweapon. To use this benefit, you must FEATURE
have a scavenging kit, and the vibroweapon must be Feature that utilizes the tool in some capacity.
within reach. The first time a character deals damage
with the vibroweapon before the end of your next Over the course of a short or long rest, you can make
short or long rest, and it deals extra damage equal to a DC 15
your Intelligence modifier of the same type it would
normally deal. Sample Activities
Sample Activities Activity DC
Activity DC Identify a hidden security routine 15
Activity description xx Reprogram a security routine 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.

INVESTIGATION AND PERCEPTION


You gain additional insight when looking for traps,
because you have learned a variety of common signs
that betray their presence.

FEATURE
Feature that utilizes the tool in some capacity.

Over the course of a short or long rest, you can make


a DC 15
SET A TRAP
Just as you can disable traps, you can also set them. As
part of a short rest, you can create a trap using items
you have on hand. The total of your check becomes
the DC for someone else's attempt to discover or
disable the trap. The trap deals damage appropriate
to the materials used in crafting it (such as poison or a
weapon) or damage equal to half the total of your
check, whichever the DM deems appropriate.

Sample Activities
Activity DC
Pick a moderate lock 15
Disable a trap Varies

CHAPTER 8 | TOOL PROFICIENCIES 89


SPICER'S KIT
Spicer's kit include all of the necessary components to Sample Activities
refine and create illicit substances. Activity DC
SKILL 1 Determine a map's age and origin 10
Skill and tool description interaction. Estimate direction and distance to a landmark 15
SKILL 2 Discern that a map is fake 15
Skill and tool description interaction. Fill in a missing part of a map 20
SKILL 3
Skill and tool description interaction. SYNTHWEAVER'S IMPLEMENTS
SLYTHMONGER Synthweaver's implements include all of the necessary
components to craft and repair clothing and boots.
Over the course of a short or long rest, you can make a
DC 15 spicer's kit check to temporarily hone or reduce LORE
the addictive properties of a spice within reach. To use Your expertise lends you additional insight when
this benefit, you must have a spicer's kit, and the spice examining clothes and boots.
must be within reach. If a creature consumes the spice
before the end of your next short or long rest, they INVESTIGATION
have advantage or disadvantage (your choice) on the Using your knowledge of the process of creating cloth
saving throws made to avoid the low and addiction. objects, you can spot clues and make deductions that
others would overlook when you examine tapestries,
Sample Activities upholstery, clothing, and other woven items, or
Activity DC examining the wear of clothing and boots.

Activity description xx SKILL 3


Skill and tool description interaction.
SURVEYOR'S IMPLEMENTS HIDDEN COMPARTMENT
Surveyor's implements include all of the necessary Over the course of a short or long rest, you can make a
components to draw and store maps. DC 15 synthweaver's implements check to add a
hidden compartment to a pair of boots or an article of
LORE clothing. The compartment can hold an object up to 3
You can use your knowledge of maps and locations to inches long and 1 inch wide and deep. The DC to find
unearth more detailed information. For instance, you the hidden compartment is equal to 8 + your bonus to
might spot hidden messages in a map, identify when checks with synthweaver's implements at the time of
the map was made to determine if geographical creation.
features have changed since then, and so forth.
Sample Activities
NATURE
Activity DC
Your familiarity with physical geography makes it
easier for you to answer questions or solve issues Repurpose or mend a cloth 10
relating to the terrain around you. Tailor an outfit 15
SURVIVAL Find a hidden compartment in clothing 15
Your understand of geography makes it easier to find
paths to civilization, to predict reas where towns might
be found, and to avoid becoming lost. You have
studied so many maps that common patterns, such as
how trade routes evolve and where settlements arise
in relation to gegraphic locations, are familiar to you.

FEATURE
Feature that utilizes the tool in some capacity.

Over the course of a short or long rest, you can make


a DC 15

90 CHAPTER 8 | TOOL PROFICIENCIES


TINKER'S IMPLEMENTS
Tinker's implements include all of the necessary Sample Activities
components to craft and repair augments and minor Activity DC
trinkets.
Activity description xx
LORE
You can determine the age and origin of objects, even WRITER'S IMPLEMENTS
if you have only a few pieces remaining from the
original. Tool description.

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.

Over the course of a short or long rest, you can make


a DC 15

CHAPTER 8 | TOOL PROFICIENCIES 91


ADVENTURING GEAR
Item Rarity BLUEPRINT (ADVANCED)
  Blueprint (Standard) Standard Adventuring gear, advanced

This blueprint contains information regarding the raw


  Datacron Mk I Standard
and rare materials, tools, and steps required to craft an
  Holocron (Novice) Standard item of advanced rarity. Over the course of 1 hour,
  Tool (Basic) Standard which can be done during a short rest, a character can
attempt to learn the blueprint. If they do so, they must
  Atmospheric Decanting Vessel Premium make a DC 22 Intelligence check with the appropriate
  Blueprint (Premium) Premium tools. On a success, the blueprint for the item is
  Datacron Mk II Premium
learned. On a failure, the blueprint is not learned, and
the character must wait 24 hours before they can try
  Holocron (Apprentice) Premium again.
  Tool (Fine) Premium Blueprints contain the secrets of how to craft items
of a more complex nature.
  Blueprint (Prototype) Prototype
  Datacron Mk III Prototype BLUEPRINT (ARTIFACT)
Adventuring gear, artifact

  Holocron (Journeyman) Prototype


This blueprint contains information regarding the raw
  Tool (Improved) Prototype and rare materials, tools, and steps required to craft an
  Blueprint (Advanced) Advanced item of artifact rarity. Over the course of 1 hour, which
can be done during a short rest, a character can
  Datacron Mk IV Advanced
attempt to learn the blueprint. If they do so, they must
  Holocron (Adept) Advanced make a DC 30 Intelligence check with the appropriate
  Tool (Superior) Advanced tools. On a success, the blueprint for the item is
learned. On a failure, the blueprint is not learned, and
  Blueprint (Legendary) Legendary the character must wait 24 hours before they can try
  Datacron Mk V Legendary again.
  Holocron (Master) Legendary
Blueprints contain the secrets of how to craft items
of a more complex nature.
  Tool (Exceptional) Legendary
  Blueprint (Artifact) Artifact
BLUEPRINT (LEGENDARY)
Adventuring gear, legendary

  Datacron Mk VI Artifact This blueprint contains information regarding the raw


  Holocron (Ancient) Artifact and rare materials, tools, and steps required to craft an
item of legendary rarity. Over the course of 1 hour,
  Tool (Champion) Artifact
which can be done during a short rest, a character can
attempt to learn the blueprint. If they do so, they must
ATMOSPHERIC DECANTING VESSEL make a DC 26 Intelligence check with the appropriate
Adventuring gear, premium
tools. On a success, the blueprint for the item is
This metal jug appears to be able to hold a gallon of learned. On a failure, the blueprint is not learned, and
liquid and weighs 12 pounds whether full or empty. the character must wait 24 hours before they can try
You can use an action and name one liquid from the again.
table below to cause the jug to produce the chosen Blueprints contain the secrets of how to craft items
liquid. Afterward, you can open the jug as an action of a more complex nature.
and pour that liquid out, up to 2 gallons per minute.
The maximum amount of liquid the jug can produce BLUEPRINT (PREMIUM)
depends on the liquid you named. Adventuring gear, premium

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.

93 APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR


BLUEPRINT (PROTOTYPE) DATACRON MK III
Adventuring gear, prototype
Adventuring gear, prototype

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.

APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR 94


HOLOCRON (ADEPT) HOLOCRON (JOURNEYMAN)
Adventuring gear, advanced
Adventuring gear, prototype

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.

95 APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR


TOOL (BASIC)
Adventuring gear, standard

Your level of proficiency in these tools increases by one


step (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).
TOOL (CHAMPION)
Adventuring gear, artifact

You have grand mastery in these tools.

TOOL (EXCEPTIONAL)
Adventuring gear, legendary

Your level of proficiency in these tools increases by five


steps (to mastery, from trained to high mastery, or
from proficient to grand mastery).
TOOL (FINE)
Adventuring gear, premium

Your level of proficiency in these tools increases by two


steps (to proficient, from trained to expertise, from
proficient to mastery, from expertise to high mastery,
or from mastery to grand mastery).
TOOL (IMPROVED)
Adventuring gear, prototype

Your level of proficiency in these tools increases by


three steps (to expertise, from trained to mastery,
from proficient to high mastery, or from expertise to
grand mastery).

TOOL (SUPERIOR)
Adventuring gear, advanced

Your level of proficiency in these tools increases by


four steps (to expertise, from trained to mastery, from
proficient to high mastery, or from expertise to grand
mastery).

APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR 96


ADVENTURING GEAR (BACK)
Item Rarity JETPACK (IMPROVED)
Back Adventuring gear (back), prototype

Jetpacks are personal aerial transportation devices that


  Jetpack (Fine) Premium
allow the operator to fly into and through the air with
  Rocketpack (Fine) Premium great mobility. Activating or deactivating the jetpack
  Smugglepack (Fine) Premium requires a bonus action and, while active, you have a
flying speed of 50 feet. The jetpack last for 1 minute
  Jetpack (Improved) Prototype per power cell (to a maximum of 14 minutes) and can
  Rocketpack (Improved) Prototype be recharged by a power source or replacing the
  Smugglepack (Improved) Prototype
power cells.

  Jetpack (Superior) Advanced JETPACK (SUPERIOR)


  Rocketpack (Superior) Advanced
Adventuring gear (back), advanced

Jetpacks are personal aerial transportation devices that


  Smugglepack (Superior) Advanced allow the operator to fly into and through the air with
  Jetpack (Exceptional) Legendary great mobility. Activating or deactivating the jetpack
requires a bonus action and, while active, you have a
  Rocketpack (Exceptional) Legendary
flying speed of 60 feet. The jetpack last for 1 minute
  Smugglepack (Exceptional) Legendary per power cell (to a maximum of 16 minutes) and can
  Jetpack (Champion) Artifact be recharged by a power source or replacing the
power cells.
  Rocketpack (Champion) Artifact
  Smugglepack (Champion) Artifact ROCKETPACK (CHAMPION)
Adventuring gear (back), artifact

JETPACK (CHAMPION) Rocketpacks combine the aerial transportation of a


Adventuring gear (back), artifact
jetpack with the firepower of a rocket launcher.
Jetpacks are personal aerial transportation devices that Activating or deactivating the rocketpack's flight
allow the operator to fly into and through the air with capabilities requires a bonus action and, while active,
great mobility. Activating or deactivating the jetpack you have a flying speed of 50 feet. The jetpack last for 1
requires a bonus action and, while active, you have a minute per power cell (to a maximum of 10 minutes)
flying speed of 80 feet. The jetpack last for 1 minute and can be recharged by a power source or replacing
per power cell (to a maximum of 20 minutes) and can the power cells.
be recharged by a power source or replacing the Additionally, your rocketpack comes with an
power cells. enhanced integrated rocket launcher with the
Ammunition (range 100/400) and reload 1 properties.
JETPACK (EXCEPTIONAL) Rather than traditional power cells, this rocket
Adventuring gear (back), legendary
launcher fires specialized projectiles in the form of
Jetpacks are personal aerial transportation devices that rockets. Whenever you would make a ranged weapon
allow the operator to fly into and through the air with attack, you can instead fire this rocket launcher. When
great mobility. Activating or deactivating the jetpack firing a rocket at long range, creatures within the
requires a bonus action and, while active, you have a radius of the rocket's explosion have advantage on the
flying speed of 70 feet. The jetpack last for 1 minute saving throw. Reloading this rocket launcher takes 1
per power cell (to a maximum of 18 minutes) and can minute. You have a +3 bonus to attack rolls and deal an
be recharged by a power source or replacing the additional 1d10 damage with this enhanced rocket
power cells. launcher.

JETPACK (FINE)
Adventuring gear (back), premium

Jetpacks are personal aerial transportation devices that


allow the operator to fly into and through the air with
great mobility. Activating or deactivating the jetpack
requires a bonus action and, while active, you have a
flying speed of 40 feet. The jetpack last for 1 minute
per power cell (to a maximum of 12 minutes) and can
be recharged by a power source or replacing the
power cells.

97 APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (BACK)


ROCKETPACK (EXCEPTIONAL) ROCKETPACK (IMPROVED)
Adventuring gear (back), legendary
Adventuring gear (back), prototype

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

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 40 feet. The jetpack last for 1
you have a flying speed of 30 feet. The jetpack last for 1 minute per power cell (to a maximum of 8 minutes)
minute per power cell (to a maximum of 6 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 and damage
minute. You have a +1 bonus to attack and damage rolls made with this enhanced rocket launcher.
rolls made with this enhanced rocket launcher.
SMUGGLEPACK (CHAMPION)
Adventuring gear (back), artifact

This backpack comes with a main compartment that


stores 10 lb., not exceeding 1/2 cubic foot. Additionally,
it has a hidden storage compartment that stores 10 lb.,
not exceeding 3/8 cubic foot. Finding the hidden
compartment requires a DC 30 Investigation check.
SMUGGLEPACK (EXCEPTIONAL)
Adventuring gear (back), legendary

This backpack comes with a main compartment that


stores 11 lb., not exceeding 3/8 cubic foot. Additionally,
it has a hidden storage compartment that stores 9 lb.,
not exceeding 3/8 cubic foot. Finding the hidden
compartment requires a DC 27 Investigation check.

APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (BACK) 98


SMUGGLEPACK (FINE)
Adventuring gear (back), premium

This backpack comes with a main compartment that


stores 14 lb., not exceeding 1/2 cubic foot. Additionally,
it has a hidden storage compartment that stores 6 lb.,
not exceeding 1/4 cubic foot. Finding the hidden
compartment requires a DC 18 Investigation check.
SMUGGLEPACK (IMPROVED)
Adventuring gear (back), prototype

This backpack comes with a main compartment that


stores 13 lb., not exceeding 1/2 cubic foot. Additionally,
it has a hidden storage compartment that stores 7 lb.,
not exceeding 1/4 cubic foot. Finding the hidden
compartment requires a DC 21 Investigation check.
SMUGGLEPACK (SUPERIOR)
Adventuring gear (back), advanced

This backpack comes with a main compartment that


stores 12 lb., not exceeding 3/8 cubic foot. Additionally,
it has a hidden storage compartment that stores 8 lb.,
not exceeding 3/8 cubic foot. Finding the hidden
compartment requires a DC 24 Investigation check.

99 APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (BACK)


ADVENTURING GEAR (BODY)
Item Rarity JEDI KNIGHT'S ROBE
Body Adventuring gear (body), prototype

Requires attunement

  Tunic Chassis (Standard) Standard


You gain a +2 bonus to AC while you wear this robe.
  Clothes, Clandestine (Fine) Premium Members of the Order typically wear plain or
  Jedi Padawan's Robe Premium unassuming garments, but this variant offers the
additional protection needed by Jedi influencing
  Sith Acolyte's Robe Premium important events.
  Tunic Chassis (Premium) Premium
JEDI MASTER'S ROBE
  Clothes, Clandestine (Improved) Prototype Adventuring gear (body), advanced

  Jedi Knight's Robe Prototype Requires attunement

  Sith Warrior's Robe Prototype


You gain a +3 bonus to AC while you wear this robe.
Members of the Order typically wear plain or
  Tunic Chassis (Prototype) Prototype unassuming garments, but Jedi Masters also know the
  Clothes, Clandestine (Superior) Advanced importance of adequate protection when great
challenges must be surmounted.
  Jedi Master's Robe Advanced
  Sith Lord's Robe Advanced JEDI PADAWAN'S ROBE
Adventuring gear (body), premium

  Tunic Chassis (Advanced) 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

Adventuring gear (body), artifact


Requires attunement

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

which can store up to 1 lb. Finding these hidden Requires attunement

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.

APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (BODY) 100


TUNIC CHASSIS (ADVANCED)
Adventuring gear (body), advanced

Requires attunement

This modifiable clothing chassis comes with vacant


modification slots for clothing modifications, as well as
one augment slot. It can house modifications of
advanced rarity or lower.
TUNIC CHASSIS (ARTIFACT)
Adventuring gear (body), artifact

Requires attunement

This modifiable clothing chassis comes with vacant


modification slots for clothing modifications, as well as
two augment slots. It can house modifications of
artifact rarity or lower.
TUNIC CHASSIS (LEGENDARY)
Adventuring gear (body), legendary

Requires attunement

This modifiable clothing chassis comes with vacant


modification slots for clothing modifications, as well as
two augment slots. It can house modifications of
legendary rarity or lower.
TUNIC CHASSIS (PREMIUM)
Adventuring gear (body), premium

Requires attunement

This modifiable clothing chassis comes with vacant


modification slots for clothing modifications. It can
house modifications of premium rarity or lower.
TUNIC CHASSIS (PROTOTYPE)
Adventuring gear (body), prototype

Requires attunement

This modifiable clothing chassis comes with vacant


modification slots for clothing modifications, as well as
one augment slot. It can house modifications of
prototype rarity or lower.
TUNIC CHASSIS (STANDARD)
Adventuring gear (body), standard

Requires attunement

This modifiable clothing chassis comes with vacant


modification slots for clothing modifications. It can
house modifications of standard rarity.

101 APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (BODY)


ADVENTURING GEAR (FEET)
Item Rarity BOOTS OF HIDING
Feet Adventuring gear (feet), premium

While wearing these boots, creatures have


  Mag-lock Boots Standard
disadvantage on Wisdom (Survival) checks made to
  Aratech Sound Dampening Boots Premium track your steps.
  Boots of Bounding Premium Additionally, you can use a bonus action to cause the
boots to leave behind no footprints for 1 minute. When
  Boots of Hiding Premium you do, another set of similar footprints appear on the
  Rocket Boots (Fine) Premium ground that lead in random directions. These
  Rocket Boots (Improved) Prototype footprints last for 8 hours and travel up to 300 feet. A
successful DC 14 Intelligence (Investigation) check
  Rocket Boots (Superior) Advanced reveals that the footprints are false. Once you've used
  Slipstream Kickers Advanced this feature, you must complete a short or long rest
before you can use it again.
  Rocket Boots (Exceptional) Legendary
  Rocket Boots (Champion) Artifact MAG-LOCK BOOTS
Adventuring gear (feet), standard

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.

BOOTS OF BOUNDING ROCKET BOOTS (CHAMPION)


Adventuring gear (feet), prototype
Adventuring gear (feet), artifact

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

are made with disadvantage.


Rocket boots are a form of rocket propulsion system
When you reach 5th level in fighter, when you use affixed to a pair of boots instead of being worn on the
your Action Surge feature, your movement speed is
back like a standard jetpack. Activating or deactivating
doubled for the turn, you gain a flying speed equal to
the boots requires a bonus action and, while active,
your walking speed until the end of your turn, though you have a flying speed of 45 feet. The rocket boots
you fall if you end your speed in the air and nothing
last for 1 minute and can be recharged by a power
else is holding you aloft, and opportunity attacks made source or replacing the power cell.
against you this turn have disadvantage.
When you reach 11th level in fighter, when you use ROCKET BOOTS (FINE)
your Indomitable feature, you have advantage on the Adventuring gear (feet), premium

roll. Rocket boots are a form of rocket propulsion system


When you reach 17th level in fighter, once per round, affixed to a pair of boots instead of being worn on the
when you miss with a weapon attack, you can repeat back like a standard jetpack. Activating or deactivating
the attack (no action required). the boots requires a bonus action and, while active,
These red and black boots come with integrated you have a flying speed of 30 feet. The rocket boots
rocket boosters. last for 1 minute and can be recharged by a power
source or replacing the power cell.

APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (FEET) 102


ROCKET BOOTS (IMPROVED)
Adventuring gear (feet), prototype

Rocket boots are a form of rocket propulsion system


affixed to a pair of boots instead of being worn on the
back like a standard jetpack. Activating or deactivating
the boots requires a bonus action and, while active,
you have a flying speed of 35 feet. The rocket boots
last for 1 minute and can be recharged by a power
source or replacing the power cell.

ROCKET BOOTS (SUPERIOR)


Adventuring gear (feet), advanced

Rocket boots are a form of rocket propulsion system


affixed to a pair of boots instead of being worn on the
back like a standard jetpack. Activating or deactivating
the boots requires a bonus action and, while active,
you have a flying speed of 40 feet. The rocket boots
last for 1 minute and can be recharged by a power
source or replacing the power cell.
SLIPSTREAM KICKERS
Adventuring gear (feet), prototype

Requires attunement

While you wear these boots, you can use a bonus


action to activate or deactivate their overdrive mode. If
you do, you gain the effect of the tactical advantage
tech power for 1 minute. Once you've used this
feature, you must complete a long rest before you can
use it again.

103 APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (FEET)


ADVENTURING GEAR (FINGER)
Item Rarity RING OF APPRENTICE FORCE STORING
Finger Adventuring gear (finger), premium

Requires attunement

  Ring of Novice Force Storing Standard


This ring stores force powers cast into it, holding them
  Ring of Tech Storing Mk I Standard until the attuned wearer uses them. The ring can store
  Ring of Apprentice Force Storing Premium up to 3 levels worth of force powers at a time. When
found, it contains 1d4 − 1 levels of stored force powers
  Ring of Tech Storing Mk II Premium chosen by the GM.
  Ring of Journeyman Force Storing Prototype Any creature can cast a force power of 1st through
  Ring of Tech Storing Mk III Prototype 3rd level into the ring by touching the ring as the force
power is cast. The force power has no effect, other
  Ring of Adept Force Storing Advanced than to be stored in the ring. If the ring can't hold the
  Ring of Tech Storing Mk IV Advanced force power, the force power is expended without
effect. The level of the slot used to cast the force power
  Ring of Master Force Storing Legendary
determines how much space it uses.
  Ring of Tech Storing Mk V Legendary While wearing this ring, you can cast any force power
  Ring of Ancient Force Storing Artifact stored in it. The force power uses the slot level, force
save DC, force attack bonus, and forcecasting ability of
  Ring of Tech Storing Mk VI Artifact
the original caster, but is otherwise treated as if you
cast the force power. The force power cast from the
RING OF ADEPT FORCE STORING ring is no longer stored in it, freeing up space.
Adventuring gear (finger), advanced

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.

APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (FINGER) 104


RING OF MASTER FORCE STORING RING OF TECH STORING MK I
Adventuring gear (finger), legendary
Adventuring gear (finger), standard

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.

105 APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (FINGER)


RING OF TECH STORING MK III RING OF TECH STORING MK V
Adventuring gear (finger), prototype
Adventuring gear (finger), legendary

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.

APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR 106


ADVENTURING GEAR (HANDS)
Item Rarity HANDWRAPS (CHAMPION)
Hands Adventuring gear (hands), artifact

While wearing these handwraps, you have a +3 bonus


  Handwraps (Basic) Standard
to attack rolls and deal an additional 1d10 damage
  Handwraps Chassis (Standard) Standard with your unarmed strikes.
  Gauntlets of the Warrior Premium
HANDWRAPS (EXCEPTIONAL)
  Handwraps (Fine) Premium Adventuring gear (hands), legendary

  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

Adventuring gear (hands), prototype


While wearing these handwraps, you have a +3 bonus
Requires attunement
to attack and damage rolls made with your unarmed
Prerequisite: at least 3 levels in guardian
strikes.
This item can hold a number of charges equal to half
your guardian level (rounded up). When you complete HANDWRAPS CHASSIS (ADVANCED)
a long rest, this item regains all missing charges. When Adventuring gear (hands), advanced

you would use your Force-Empowered Strikes feature, Requires attunement

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

result on the die.


Requires attunement

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

your Force-Empowered Strikes or Improved Force- Requires attunement

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

HANDWRAPS (BASIC) Requires attunement

Adventuring gear (hands), standard


These modifiable handwraps chassis comes with
While wearing these handwraps, you have a +1 bonus vacant modification slots for vibroweapon
to damage rolls made with your unarmed strikes. modifications. They can house modifications of
premium rarity or lower.

107 APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (HANDS)


HANDWRAPS CHASSIS (PROTOTYPE)
Adventuring gear (hands), prototype

Requires attunement

These modifiable handwraps chassis comes with


vacant modification slots for vibroweapon
modifications, as well as one augment slot. They can
house modifications of prototype rarity or lower.
HANDWRAPS CHASSIS (STANDARD)
Adventuring gear (hands), standard

Requires attunement

These modifiable handwraps chassis comes with


vacant modification slots for vibroweapon
modifications. They can house modifications of
standard rarity.
MANDALORIAN SHUK'OROK
Adventuring gear (hands), advanced

Requires attunement

While wearing these gloves, your Strength score


becomes 21. If your Strength is already equal to or
greater than 21, it has no effect on you.
Mandalorian Vestments. While wearing and
attuned to these gloves and Mandalorian Beskar'gam,
these gauntlets no longer count towards your
maximum attunement. While wearing and attuned to
these gloves, Mandalorian Beskar'gam, and
Mandalorian Helmet, you have resistance to kinetic
and energy damage from unenhanced sources.
The final piece of a Mandalorian's armor, these
gauntlets grant augmented strength.
REVERSE-ENGINEERED CRUSHGAUNTS
Adventuring gear (hands), premium

Requires attunement

Your Strength score is 19 while you wear these


gauntlets. They have no effect on you if your Strength
is already 19 or higher.
Though the knowledge to forge a pair of true
shuk'orok is a closely-guarded Mandalorian secret, the
effects of these gloves are desirable enough to spawn
numerous imitators.

APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (HANDS) 108


ADVENTURING GEAR (HEAD)
Item Rarity GOGGLES OF THE TINKERER
Head Adventuring gear (head), prototype

Requires attunement

  Circle of Persistence Premium


Prerequisite: at least 3 levels in engineer

  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

Wisdom or Charisma modifier (your choice, minimum Requires attunement

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

This helmet comes equipped with a headcomm and


holorecorder. Additionally, while wearing this helmet,
you have darkvision out to 60 feet.
Mandalorian Vestments. While wearing and
attuned to this helmet and Mandalorian Beskar'gam,
you have advantage on Wisdom (Perception) checks
that rely on sight within 60 feet. While wearing and
attuned to this helmet, Mandalorian Beskar'gam, and
Mandalorian Shuk'orok, you have advantage on
Intelligence (Investigation) checks within 5 feet.
Featuring the iconic T-shaped visor of the
Mandalorians, this helmet strikes fear into the hearts
of the unwary.

109 APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (HEAD)


ADVENTURING GEAR (LEGS)
Item Rarity
Legs
  Pants Chassis (Standard) Standard
  Pants Chassis (Premium) Premium
  Pants Chassis (Prototype) Prototype
  Pants Chassis (Advanced) Advanced
  Pants Chassis (Legendary) Legendary
  Pants Chassis (Artifact) Artifact

PANTS CHASSIS (ADVANCED)


Adventuring gear (legs), advanced

Requires attunement

This modifiable clothing chassis comes with vacant


modification slots for clothing modifications, as well as
one augment slot. It can house modifications of
advanced rarity or lower.
PANTS CHASSIS (ARTIFACT)
Adventuring gear (legs), artifact

Requires attunement

This modifiable clothing chassis comes with vacant


modification slots for clothing modifications, as well as
two augment slots. It can house modifications of
artifact rarity or lower.
PANTS CHASSIS (LEGENDARY)
Adventuring gear (legs), legendary

Requires attunement

This modifiable clothing chassis comes with vacant


modification slots for clothing modifications, as well as
two augment slots. It can house modifications of
legendary rarity or lower.
PANTS CHASSIS (PREMIUM)
Adventuring gear (legs), premium

Requires attunement

This modifiable clothing chassis comes with vacant


modification slots for clothing modifications. It can
house modifications of premium rarity or lower.
PANTS CHASSIS (PROTOTYPE)
Adventuring gear (legs), prototype

Requires attunement

This modifiable clothing chassis comes with vacant


modification slots for clothing modifications, as well as
one augment slot. It can house modifications of
prototype rarity or lower.
PANTS CHASSIS (STANDARD)
Adventuring gear (legs), standard

Requires attunement

This modifiable clothing chassis comes with vacant


modification slots for clothing modifications. It can
house modifications of standard rarity.

APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (LEGS) 110


ADVENTURING GEAR (NECK)
Item Rarity
Neck
  Necklace of Persistence Premium
  Taozin Amulet Premium
  Beemon Cardio-Regulator Prototype
  Respiration Facilitator Prototype

BEEMON CARDIO-REGULATOR
Adventuring gear (neck), prototype

Requires attunement

Your Constitution score is 19 while you wear this


choker. It has no effect on you if your Constitution is
already 19 or higher.
Demand for Beemon Laboratories' implants streches
even to those too sickly to use them without assistance
from another of their fine products.

NECKLACE OF DETERMINATION
Adventuring gear (neck), prototype

Requires attunement

Prerequisite: at least 3 levels in monk

This item can hold a number of charges equal to half


your monk level (rounded up). When you complete a
long rest, this item regains all missing charges. When
you would expend a focus point, you can instead
expend a charge.
When you reach 5th level in monk, when you use
your Slow Fall feature, the amount is increased to ten
times your monk level, instead of five.
When you reach 11th level in monk, when you use
your Deflect Missiles feature, you can add your
Wisdom or Charisma modifier to the roll (your choice, a
minimum of +1).
When you reach 17th level in monk, you can add half
your Dexterity modifier (rounded down) to your focus
save DC and focus attack modifier.
This simple necklace comprised of a series of tiny
gray beads hosts a single pale blue crystal that glows
faintly.
RESPIRATION FACILITATOR
Adventuring gear (neck), prototype

You have advantage on Constitution saving throws


against force powers.
This choker allowed the notorious bounty hunter
Cad Bane to bypass normal respiratory function. While
worn, it gives your a voice a deeper, digital sound.
TAOZIN AMULET
Adventuring gear (neck), premium

Requires attunement

While wearing this amulet, you are hidden from


detection through the Force. You can't be targeted by
force powers or features that would detect the
presence of the Force in you, and features that would
detect your attunement to the Force show you glowing
a faint yellow.
Made from the skin of a taozin, this amulet blurs and
clouds Force senses so their wearers can not easily be
detected by another Force-sensitive.

111 APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (NECK)


ADVENTURING GEAR (SHOULDERS)
Item Rarity CLOAK CHASSIS (PREMIUM)
Shoulders Adventuring gear (shoulders), premium

Requires attunement

  Cloak Chassis (Standard) Standard


This modifiable clothing chassis comes with vacant
  Cape of the Orator Premium modification slots for clothing modifications. It can
  Cloak Chassis (Premium) Premium house modifications of premium rarity or lower.
  Cowl of the Professional Premium CLOAK CHASSIS (PROTOTYPE)
  Jensaarai Cloak Premium Adventuring gear (shoulders), prototype

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

  Cloak Chassis (Artifact) Artifact Requires attunement

This modifiable clothing chassis comes with vacant


CAPE OF THE ORATOR modification slots for clothing modifications. It can
Adventuring gear (shoulders), prototype
house modifications of standard rarity.
Requires attunement

Prerequisite: at least 3 levels in scholar


COWL OF THE PROFESSIONAL
This item can hold a number of charges equal to half Adventuring gear (shoulders), prototype

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

This modifiable clothing chassis comes with vacant


modification slots for clothing modifications, as well as
two augment slots. It can house modifications of
artifact rarity or lower.
CLOAK CHASSIS (LEGENDARY)
Adventuring gear (shoulders), legendary

Requires attunement

This modifiable clothing chassis comes with vacant


modification slots for clothing modifications, as well as
two augment slots. It can house modifications of
legendary rarity or lower.

APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (SHOULDERS) 112


JENSAARAI CLOAK PAULDRON OF RETRIBUTION
Adventuring gear (shoulders), premium
Adventuring gear (shoulders), prototype

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

This item can hold a number of charges equal to half


your sentinel level (rounded up). When you complete a
long rest, this item regains all missing charges. When
you would use a Force-Empowered Self option, you can
expend charges instead of force points.
When you reach 5th level in sentinel, you can use
two Force-Empowered Self options per hit, instead of
only one.
When you reach 11th level in sentinel, you can use
each Force-Empowered Self option twice per turn,
instead of only once. You can still only use each option
once per hit.
When you reach 17th level in sentinel, you can use
your Enlightened Evasion feature for any saving
throws, instead of just against effects that deal
damage.
This visually unremarkable mantle resists effects that
would cause it to move or make noise.

113 APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (SHOULDERS)


ADVENTURING GEAR (WAIST)
Item Rarity DEFEL MIMICKER
Waist Adventuring gear (waist), prototype

Requires attunement

  Aratech Echo Belt Premium


While you wear this belt, it casts a shadow that makes
  Defel Mimicker Prototype you appear to be standing in a place near your actual
  Strength Enhancer Prototype location, causing any creature to have disadvantage on
attack rolls against you. If you take damage, the
  CNS Strength Enhancer Advanced property ceases to function until the start of your next
  Baragwin Stealth Unit Legendary turn. This property is suppressed while you are
  GNS Strength Enhancer Legendary
incapacitated, restrained, or otherwise unable to move.
The only visible trace of this stealth field generator's
  Sith Strength Belt Legendary user is a vague shadow, much like the Defel
  Dominator Belt Artifact themselves.
DOMINATOR BELT
ARATECH ECHO BELT
Adventuring gear (waist), artifact

Adventuring gear (waist), premium

Requires attunement

Requires attunement

While wearing this belt, your Strength score becomes


While you wear this belt with its field on, Wisdom
29. If your Strength is already equal to or greater than
(Perception) checks made to see you have
29, it has no effect on you.
disadvantage, and you have advantage on Dexterity
While only barely adhering to the most technical
(Stealth) checks made to hide, as the belt funnels light
around you. Activating or deactivating the belt takes an definition of a belt, this harness-like rig of
pneumaticized limb actuators supplies enormous
action.
strength to every limb of its wearer's body,
The success of this high-end stealth field generator
monstrously increasing their physical power.
emboldened Aratech to branch out into other
hardware. GNS STRENGTH ENHANCER
Adventuring gear (waist), legendary

BARAGWIN STEALTH UNIT


Requires attunement

Adventuring gear (waist), legendary

While wearing this belt, your Strength score becomes


Requires attunement

25. If your Strength is already equal to or greater than


While wearing this belt, you can turn on its stealth field
25, it has no effect on you.
to cause yourself to become invisible. While you are
This large belt greatly increases a users physical
invisible, anything you are carrying or wearing is
power with an array of repulsorfield microgenerators
invisible with you. You become visible when you turn
and a pair of reactive-lift actuators that increase raw
off the field. Turning the field on or off requires an
force and lift-capacity without any loss of speed or fine
action.
motor skills.
Deduct the time you are invisible, in increments of 1
minute, from the belt's maximum duration of 2 hours. SITH STRENGTH BELT
After 2 hours of use, the belt ceases to function. For Adventuring gear (waist), legendary

every uninterrupted period of 12 hours the belt goes 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

optimized power responses.


Requires attunement

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

23, it has no effect on you. Requires attunement

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.

APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (WAIST) 114


ADVENTURING GEAR (WRISTS)
Item Rarity
Wrists
  Wrist-Mounted Grappling Hook Standard
  Vambraces of the Outrider Premium

VAMBRACES OF THE OUTRIDER


Adventuring gear (wrists), prototype

Requires attunement

Prerequisite: at least 3 levels in scout

This item can hold a number of charges equal to half


your scout level (rounded up). When you complete a
long rest, this item regains all missing charges. When
you cast a tech power of 1st level or higher, you can
expend one or more charges to reduce the tech
power's cost by 1 per charge spent, to a minimum of 1.
When you reach 5th level in scout, you can maintain
two targets of your Ranger's Quarry feature, instead of
one. Additionally, the reload value of the wrist launcher
increases by 1, to 2.
When you reach 11th level in scout, when you are
forced to make a concentration check by the target of
your Ranger's Quarry, you have advantage on the
check and add your Intelligence modifier to the roll.
Additionally, the reload value of the wrist launcher
increases by 1, to 3.
When you reach 17th level in scout, when you miss
with a tech or weapon attack, the target takes damage
equal to the attack's governing ability modifier. If the
target of the attack is the target of your Ranger's
Quarry feature, you can choose to deal your Ranger's
Quarry damage as well. Additionally, the reload value
of the wrist launcher increases by 1, to 4.
This pair of matching vambraces are inlaid with the
etched visage of an eagle. One contains an integrated
wristpad, while the other contains an integrated wrist
launcher.
WRIST-MOUNTED GRAPPLING HOOK
Adventuring gear (wrist), standard

You craft a wrist-mounted grappling hook weapon


attached to a tightly coiled cord. With this grappler, you
can make a ranged weapon attack with a range of
30/60. On a hit, it deals 1d4 kinetic damage. This attack
can target a surface, object, or creature.
A creature struck by this attack is impaled by the
hook. As an action, a creature can attempt to remove
the hook. Removing the hook requires a DC 13
Strength check. While the hook is stuck in the target,
you are connected to the target by a 60 foot cable.
While the hook is deployed, you can use your bonus
action to activate the reel, pulling yourself to the
location if the target is your size or larger. A creature or
object smaller than you is pulled to you. Alternatively,
you can opt to release the cable (no action required).
Once you've used this feature, you can't use it again
until you recover and reinsert the hook as an action.

115 APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (WRIST)


ARMOR
Item Rarity ARMOR (FINE)
  Armor Chassis (Standard) Standard Armor (any), premium

You have a +1 bonus to AC while wearing this armor.


  Armor (Fine) Premium
  Armor Chassis (Premium) Premium ARMOR (IMPROVED)
Armor (any), prototype

  Viir Agathys's Armor Premium


You have a +2 bonus to AC while wearing this armor.
  Adapted Armor Prototype
ARMOR (SUPERIOR)
  Armor (Improved) Prototype
Armor (any), advanced

  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

  Armor Chassis (Advanced) Advanced Requires attunement

This modifiable armor chassis comes with vacant


  Armor (Exceptional) Legendary modification slots for armor modifications, as well as
  Armor Chassis (Legendary) Legendary one augment slot. It can house modifications of
advanced rarity or lower.
  Armor (Champion) Artifact
  Armor Chassis (Artifact) Artifact ARMOR CHASSIS (ARTIFACT)
Armor (any), artifact

Light
Requires attunement

Medium This modifiable armor chassis comes with vacant


  Jensaarai Armor Prototype modification slots for armor modifications, as well as
two augment slots. It can house modifications of
Heavy
artifact rarity or lower.
  Matrix Armor Premium
ARMOR CHASSIS (LEGENDARY)
  Orbalisk Armor Prototype
Armor (any), legendary

  Reactive Ultrachrome Armor Legendary Requires attunement

This modifiable armor chassis comes with vacant


ADAPTED ARMOR modification slots for armor modifications, as well as
Armor (any), prototype
two augment slots. It can house modifications of
Requires attunement
legendary rarity or lower.
You have resistance to one type of damage while you
wear this armor. The DM chooses the type or ARMOR CHASSIS (PREMIUM)
determines it randomly from the options below. Armor (any), premium

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

4 Force 9 Psychic Requires attunement

5 Ion 10 Sonic This modifiable armor chassis comes with vacant


modification slots for armor modifications, as well as
Those foolhardy enough to not treat a hostile planet as one augment slot. It can house modifications of
worthy a foe as the ones carrying blasters don't often prototype rarity or lower.
live long enough to boast about it. ARMOR CHASSIS (STANDARD)
ARMOR (CHAMPION) Armor (any), standard

Armor (any), artifact


Requires attunement

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

You have a +3 bonus to AC while wearing this armor.


Additionally, while wearing this armor, damage you
take is reduced by 1. If this would reduce the damage
to 0, the damage is instead reduced to 1.

APPENDIX A | ENHANCED ITEMS | ARMOR 116


JENSAARAI ARMOR ORBALISK ARMOR
Armor (any medium), prototype
Armor (heavy exoskeleton), prototype

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

grants a +3 bonus to AC, instead of +2. Requires attunement

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

This armor has 3 charges. As an action, you can spend


1 or more charges to cast the voltaic shielding tech
power, 1 charge per level. All expended charges are
regained after you complete a long rest.
This proprietary armor made by the renowned
engineer Viir Agathys includes integrated access to his
signature tech power.

117 APPENDIX A | ENHANCED ITEMS | ARMOR


CONSUMABLES (ADRENALS)
Item Rarity ALACRITY ADRENAL (IMPROVED)
Adrenals Consumable (adrenal), prototype

As an action, you can administer this adrenal to a


  Alacrity Adrenal (Basic) Standard
creature within 5 feet. When you administer this
  Sorcerer's Adrenal (Basic) Standard adrenal, the target's speed increases by 30 feet. This
  Stamina Adrenal (Basic) Standard effect lasts for 1 minute. A creature can benefit from
only one adrenal at a time.
  Alacrity Adrenal (Fine) Premium
  Sorcerer's Adrenal (Fine) Premium ALACRITY ADRENAL (SUPERIOR)
Consumable (adrenal), advanced

  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

As an action, you can administer this adrenal to a


ALACRITY ADRENAL (CHAMPION) creature within 5 feet. When you administer this
Consumable (adrenal), artifact
adrenal, the target's current and maximum hit points
As an action, you can administer this adrenal to a increase by 10. This effect lasts for 1 minute. A creature
creature within 5 feet. When you administer this can benefit from only one adrenal at a time.
adrenal, the target's speed increases by 60 feet. This
effect lasts for 1 minute. A creature can benefit from STAMINA ADRENAL (CHAMPION)
only one adrenal at a time. Consumable (adrenal), artifact

As an action, you can administer this adrenal to a


ALACRITY ADRENAL (EXCEPTIONAL) creature within 5 feet. When you administer this
Consumable (adrenal), legendary
adrenal, the target's current and maximum hit points
As an action, you can administer this adrenal to a increase by 60. This effect lasts for 1 minute. A creature
creature within 5 feet. When you administer this can benefit from only one adrenal at a time.
adrenal, the target's speed increases by 50 feet. This
effect lasts for 1 minute. A creature can benefit from STAMINA ADRENAL (EXCEPTIONAL)
only one adrenal at a time. Consumable (adrenal), legendary

As an action, you can administer this adrenal to a


ALACRITY ADRENAL (FINE) creature within 5 feet. When you administer this
Consumable (adrenal), premium
adrenal, the target's current and maximum hit points
As an action, you can administer this adrenal to a increase by 50. This effect lasts for 1 minute. A creature
creature within 5 feet. When you administer this can benefit from only one adrenal at a time.
adrenal, the target's speed increases by 20 feet. This
effect lasts for 1 minute. A creature can benefit from
only one adrenal at a time.

APPENDIX A | ENHANCED ITEMS | CONSUMABLES (ADRENALS) 118


STAMINA ADRENAL (FINE)
Consumable (adrenal), premium

As an action, you can administer this adrenal to a


creature within 5 feet. When you administer this
adrenal, the target's current and maximum hit points
increase by 20. This effect lasts for 1 minute. A creature
can benefit from only one adrenal at a time.
STAMINA ADRENAL (IMPROVED)
Consumable (adrenal), prototype

As an action, you can administer this adrenal to a


creature within 5 feet. When you administer this
adrenal, the target's current and maximum hit points
increase by 30. This effect lasts for 1 minute. A creature
can benefit from only one adrenal at a time.
STAMINA ADRENAL (SUPERIOR)
Consumable (adrenal), advanced

As an action, you can administer this adrenal to a


creature within 5 feet. When you administer this
adrenal, the target's current and maximum hit points
increase by 40. This effect lasts for 1 minute. A creature
can benefit from only one adrenal at a time.
SORCERER'S ADRENAL (BASIC)
Consumable (adrenal), standard

As an action, you can administer this adrenal to a


creature within 5 feet. When you administer this
adrenal, the target gains a +1 bonus to its damage and
healing rolls with force powers. This effect lasts for 1
minute. A creature can benefit from only one adrenal
at a time.

SORCERER'S ADRENAL (FINE)


Consumable (adrenal), premium

As an action, you can administer this adrenal to a


creature within 5 feet. When you administer this
adrenal, the target gains a +1 bonus to its force attack
rolls, force save DC, and damage and healing rolls with
force powers. This effect lasts for 1 minute. A creature
can benefit from only one adrenal at a time.
SORCERER'S ADRENAL (IMPROVED)
Consumable (adrenal), prototype

As an action, you can administer this adrenal to a


creature within 5 feet. When you administer this
adrenal, the target gains a +2 bonus to its force attack
rolls, force save DC, and damage and healing rolls with
force powers. This effect lasts for 1 minute. A creature
can benefit from only one adrenal at a time.

SORCERER'S ADRENAL (SUPERIOR)


Consumable (adrenal), advanced

As an action, you can administer this adrenal to a


creature within 5 feet. When you administer this
adrenal, the target gains a +3 bonus to its force attack
rolls, force save DC, and damage and healing rolls with
force powers. This effect lasts for 1 minute. A creature
can benefit from only one adrenal at a time.

119 APPENDIX A | ENHANCED ITEMS | CONSUMABLES (ADRENALS)


CONSUMABLES (AMMUNITION)
Item Rarity DART (LETHAL)
Ammunition Consumable (ammunition), legendary

You have a +3 bonus to attack rolls and deal an


  Dart (Average) Premium
additional 1d8 damage with this enhanced wrist
  Flux Collimator (Average) Premium launcher dart, which deals 1d6 kinetic damage on a hit.
  Oscillation Calibrator (Average) Premium This bonus is in addition to any bonuses granted by the
weapon. Once the dart has been fired, it no longer
  Power Cell (Average) Premium gives a bonus.
  Slug Cartridge (Average) Premium
DART (MAJOR)
  Dart (Major) Prototype Consumable (ammunition), prototype

  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 collimator to one


  Oscillation Calibrator (Deadly) Advanced
lightweapon within 5 feet, granting it a +1 bonus to
  Power Cell (Deadly) Advanced attack and damage rolls for 1 minute. This bonus is in
  Slug Cartridge (Deadly) Advanced addition to any bonuses granted by the weapon.
Additionally, if the weapon is not enhanced, it becomes
  Dart (Lethal) Legendary enhanced for the duration.
  Flux Collimator (Lethal) Legendary
FLUX COLLIMATOR (DEADLY)
  Oscillation Calibrator (Lethal) Legendary Consumable (ammunition), advanced
  Power Cell (Lethal) Legendary As an action, you can apply this collimator to one
  Slug Cartridge (Lethal) Legendary
lightweapon within 5 feet, granting it a +3 bonus to
attack and damage rolls for 1 minute. This bonus is in
  Dart (Devastating) Artifact addition to any bonuses granted by the weapon.
  Flux Collimator (Devastating) Artifact Additionally, if the weapon is not enhanced, it becomes
enhanced for the duration.
  Oscillation Calibrator (Devastating) Artifact
  Power Cell (Devastating) Artifact FLUX COLLIMATOR (DEVASTATING)
Consumable (ammunition), artifact

  Slug Cartridge (Devastating) Artifact


As an action, you can apply this collimator to one
lightweapon within 5 feet, granting it a +3 bonus to
DART (AVERAGE) attack rolls and dealing an additional 1d10 damage for
Consumable (ammunition), premium
1 minute. This bonus is in addition to any bonuses
You have a +1 bonus to attack and damage rolls made granted by the weapon. Additionally, if the weapon is
with this enhanced wrist launcher dart, which deals not enhanced, it becomes enhanced for the duration.
1d6 kinetic damage on a hit. This bonus is in addition
to any bonuses granted by the weapon. Once the dart FLUX COLLIMATOR (LETHAL)
has been fired, it no longer gives a bonus. Consumable (ammunition), legendary

As an action, you can apply this collimator to one


DART (DEADLY) lightweapon within 5 feet, granting it a +3 bonus to
Consumable (ammunition), advanced
attack rolls and dealing an additional 1d8 damage for 1
You have a +3 bonus to attack and damage rolls made minute. This bonus is in addition to any bonuses
with this enhanced wrist launcher dart, which deals granted by the weapon. Additionally, if the weapon is
1d6 kinetic damage on a hit. This bonus is in addition not enhanced, it becomes enhanced for the duration.
to any bonuses granted by the weapon. Once the dart
has been fired, it no longer gives a bonus. FLUX COLLIMATOR (MAJOR)
Consumable (ammunition), prototype

DART (DEVASTATING) As an action, you can apply this collimator to one


Consumable (ammunition), artifact
lightweapon within 5 feet, granting it a +2 bonus to
You have a +3 bonus to attack rolls and deal an attack and damage rolls for 1 minute. This bonus is in
additional 1d10 damage with this enhanced wrist addition to any bonuses granted by the weapon.
launcher dart, which deals 1d6 kinetic damage on a hit. Additionally, if the weapon is not enhanced, it becomes
This bonus is in addition to any bonuses granted by the enhanced for the duration.
weapon. Once the dart has been fired, it no longer
gives a bonus.

APPENDIX A | ENHANCED ITEMS | CONSUMABLES (AMMUNITION) 120


OSCILLATION CALIBRATOR (AVERAGE) POWER CELL (LETHAL)
Consumable (ammunition), premium
Consumable (ammunition), legendary

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

Consumable (ammunition), advanced


You have a +2 bonus to attack and damage rolls made
As an action, you can apply this calibrator to one with this enhanced power cell. This bonus is in addition
vibroweapon or pair of handwraps within 5 feet, to any bonuses granted by the weapon. Once the
granting it a +3 bonus to attack and damage rolls for 1 power cell is depleted, it no longer gives a bonus.
minute. This bonus is in addition to any bonuses
granted by the weapon. Additionally, if the weapon is SLUG CARTRIDGE (AVERAGE)
not enhanced, it becomes enhanced for the duration. Consumable (ammunition), premium

You have a +1 bonus to attack and damage rolls made


OSCILLATION CALIBRATOR (DEVASTATING) with this enhanced slug cartridge. This bonus is in
Consumable (ammunition), artifact
addition to any bonuses granted by the weapon. Once
As an action, you can apply this calibrator to one the slug cartridge has been fired, it no longer gives a
vibroweapon or pair of handwraps within 5 feet, bonus.
granting it a +3 bonus to attack rolls and dealing an
additional 1d10 damage for 1 minute. This bonus is in SLUG CARTRIDGE (DEADLY)
addition to any bonuses granted by the weapon. Consumable (ammunition), advanced
Additionally, if the weapon is not enhanced, it becomes You have a +3 bonus to attack and damage rolls made
enhanced for the duration. with this enhanced slug cartridge. This bonus is in
addition to any bonuses granted by the weapon. Once
OSCILLATION CALIBRATOR (LETHAL) the slug cartridge has been fired, it no longer gives a
Consumable (ammunition), legendary
bonus.
As an action, you can apply this calibrator to one
vibroweapon or pair of handwraps within 5 feet, SLUG CARTRIDGE (DEVASTATING)
granting it a +3 bonus to attack rolls and dealing an Consumable (ammunition), artifact

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

You have a +3 bonus to attack rolls and deal an


additional 1d10 damage 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.

121 APPENDIX A | ENHANCED ITEMS | CONSUMABLES (AMMUNITION)


CONSUMABLES (BARRIERS)
Item Rarity Page ENVIRONMENTAL BARRIER MK IV
Barriers Consumable (barrier), advanced

As an action, you can administer this barrier to a


  Environmental Barrier Mk I Standard
creature within 5 feet. The barrier has 60 hit points,
  Physical Barrier Mk I Standard and lasts 8 hours. Whenever the creature takes
  Environmental Barrier Mk II Premium damage (one of acid, cold, fire, force, lightning,
necrotic, poison, psychic, or sonic, chosen by the GM
  Physical Barrier Mk II Premium when the item is created), the barrier takes the
  Environmental Barrier Mk III Prototype damage instead. If this damage reduces the barrier to
  Physical Barrier Mk III Prototype
0 hit points, you take any remaining damage. A
creature can benefit from only one barrier at a time.
  Environmental Barrier Mk IV Advanced
  Physical Barrier Mk IV Advanced
ENVIRONMENTAL BARRIER MK V
Consumable (barrier), legendary

  Environmental Barrier Mk V Legendary As an action, you can administer this barrier to a


  Physical Barrier Mk V Legendary creature within 5 feet. The barrier has 75 hit points,
and lasts 8 hours. Whenever the creature takes
  Environmental Barrier Mk VI Artifact
damage (one of acid, cold, fire, force, lightning,
  Physical Barrier Mk VI Artifact necrotic, poison, psychic, or sonic, chosen by the GM
when the item is created), the barrier takes the
ENVIRONMENTAL BARRIER MK I damage instead. If this damage reduces the barrier to
Consumable (barrier), standard
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 15 hit points,
and lasts 8 hours. Whenever the creature takes ENVIRONMENTAL BARRIER MK VI
damage (one of acid, cold, fire, force, lightning, Consumable (barrier), 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.

APPENDIX A | ENHANCED ITEMS | CONSUMABLES (BARRIERS) 122


PHYSICAL BARRIER MK III
Consumable (barrier), prototype

As an action, you can administer this barrier to a


creature within 5 feet. The barrier has 30 hit points,
and lasts 8 hours. Whenever the creature takes
damage (one of energy, ion, or kinetic, chosen by the
GM when the item is created), the barrier takes the
damage instead. If this damage reduces the barrier to
0 hit points, you take any remaining damage. A
creature can benefit from only one barrier at a time.
PHYSICAL BARRIER MK IV
Consumable (barrier), advanced

As an action, you can administer this barrier to a


creature within 5 feet. The barrier has 40 hit points,
and lasts 8 hours. Whenever the creature takes
damage (one of energy, ion, or kinetic, chosen by the
GM when the item is created), the barrier takes the
damage instead. If this damage reduces the barrier to
0 hit points, you take any remaining damage. A
creature can benefit from only one barrier at a time.
PHYSICAL BARRIER MK V
Consumable (barrier), legendary

As an action, you can administer this barrier to a


creature within 5 feet. The barrier has 50 hit points,
and lasts 8 hours. Whenever the creature takes
damage (one of energy, ion, or kinetic, chosen by the
GM when the item is created), the barrier takes the
damage instead. If this damage reduces the barrier to
0 hit points, you take any remaining damage. A
creature can benefit from only one barrier at a time.
PHYSICAL BARRIER MK VI
Consumable (barrier), artifact

As an action, you can administer this barrier to a


creature within 5 feet. The barrier has 60 hit points,
and lasts 8 hours. Whenever the creature takes
damage (one of energy, ion, or kinetic, chosen by the
GM when the item is created), the barrier takes the
damage instead. If this damage reduces the barrier to
0 hit points, you take any remaining damage. A
creature can benefit from only one barrier at a time.

123 APPENDIX A | ENHANCED ITEMS | CONSUMABLES (BARRIERS)


CONSUMABLES (EXPLOSIVES)
Item Rarity Page GRENADE, FRAGMENTATION (MAJOR)
Explosives Consumable (explosive), prototype

Grenades can be set to detonate on impact or with a


  Grenade, Fragmentation (Average) Premium
timer that causes them to explode on initiative count
  Mine, Fragmentation (Average) Premium 20 (losing all initiative ties). As an action, you can prime
  Grenade, Fragmentation (Major) Prototype and throw a grenade at a point you can see within 30
feet + your Strength modifier x 5. Each creature within
  Mine, Fragmentation (Major) Prototype 10 feet must make a DC 18 Dexterity saving throw. A
  Grenade, Fragmentation (Deadly) Advanced creature takes 6d10 kinetic damage on a failed save, or
  Mine, Fragmentation (Deadly) Advanced
half as much as on a successful one.

  Grenade, Fragmentation (Lethal) Legendary MINE, FRAGMENTATION (AVERAGE)


  Mine, Fragmentation (Lethal) Legendary
Consumable (explosive), premium
Mines can be set to detonate when a creature comes
  Grenade, Fragmentation (Devastating) Artifact within up to 15 feet of it or paired with a remote
  Mine, Fragmentation (Devastating) Artifact detonator. As an action, you can prime and set a mine
on a surface you can reach, which activates at the start
GRENADE, FRAGMENTATION (AVERAGE) of your next turn. When detonated, each creature
Consumable (explosive), premium
within 15 feet of it must make a DC 16 Dexterity saving
Grenades can be set to detonate on impact or with a throw. A creature takes 4d10 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 (DEADLY)
and throw a grenade at a point you can see within 30
Consumable (explosive), advanced

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

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 24 Dexterity saving throw. A
within up to 15 feet of it or paired with a remote
creature takes 12d10 kinetic damage on a failed save, detonator. As an action, you can prime and set a mine
or half as much as on a successful one.
on a surface you can reach, which activates at the start
GRENADE, FRAGMENTATION (LETHAL) of your next turn. When detonated, each creature
Consumable (explosive), legendary
within 15 feet of it must make a DC 22 Dexterity saving
Grenades can be set to detonate on impact or with a throw. A creature takes 10d10 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
and throw a grenade at a point you can see within 30
feet + your Strength modifier x 5. Each creature within
10 feet must make a DC 22 Dexterity saving throw. A
creature takes 10d10 kinetic damage on a failed save,
or half as much as on a successful one.

APPENDIX A | ENHANCED ITEMS | CONSUMABLES (EXPLOSIVES) 124


MINE, FRAGMENTATION (MAJOR)
Consumable (explosive), prototype
Mines can be set to detonate when a creature comes
within up to 15 feet of it or paired with a remote
detonator. As an action, you can prime and set a mine
on a surface you can reach, which activates at the start
of your next turn. When detonated, each creature
within 15 feet of it must make a DC 18 Dexterity saving
throw. A creature takes 6d10 kinetic damage on a
failed save, or half as much as on a successful one.

125 APPENDIX A | ENHANCED ITEMS | CONSUMABLES (EXPLOSIVES)


CONSUMABLES (MEDPACS)
Item Rarity MEDPAC (IMPROVED)
Medpacs Consumable (medpac), prototype

A medpac is a quick-acting syringe filled with a


  Vitapac (Basic) Standard
concentrated dose of kolto. As an action, you can use
  Medpac (Fine) Premium this medpac to restore hit points to a beast or
  Vitapac (Fine) Premium humanoid within 5 feet. The creature rolls three dice
equal to the size of their Hit Die and regains hit points
  Medpac (Improved) Prototype equal to the amount rolled + their Constitution
  Vitapac (Improved) Prototype modifier (minimum of one hit point) If the creature has
  Medpac (Superior) Advanced
Hit Dice of different sizes, use whichever Hit Die size
they have the most of.
  Vitapac (Superior) Advanced
  Medpac (Exceptional) Legendary
MEDPAC (SUPERIOR)
Consumable (medpac), advanced

  Vitapac (Exceptional) Legendary A medpac is a quick-acting syringe filled with a


  Medpac (Champion) Artifact concentrated dose of kolto. As an action, you can use
this medpac to restore hit points to a beast or
  Vitapac (Champion) Artifact
humanoid within 5 feet. The creature rolls four dice
equal to the size of their Hit Die and regains hit points
MEDPAC (CHAMPION) equal to the amount rolled + their Constitution
Consumable (medpac), artifact
modifier (minimum of one hit point). If the creature has
A medpac is a quick-acting syringe filled with a Hit Dice of different sizes, use whichever Hit Die size
concentrated dose of kolto. As an action, you can use they have the most of.
this medpac to restore hit points to a beast or
humanoid within 5 feet. The creature rolls six dice VITAPAC (BASIC)
equal to the size of their Hit Die and regains hit points Consumable (medpac), standard

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

A medpac is a quick-acting syringe filled with a VITAPAC (CHAMPION)


concentrated dose of kolto. As an action, you can use Consumable (medpac), artifact

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

Consumable (medpac), premium


This fast-acting syringe grants a revitalizing boost. As
A medpac is a quick-acting syringe filled with a an action, you can use this vitapac to restore expended
concentrated dose of kolto. As an action, you can use Hit Dice to a beast or humanoid within 5 feet. The
this medpac to restore hit points to a beast or creature immediately regains eight Hit Dice. If the
humanoid within 5 feet. The creature rolls two dice creature has spent Hit Dice of different sizes,
equal to the size of their Hit Die and regains hit points determine which Hit Dice are restored randomly.
equal to the amount rolled + their Constitution
modifier (minimum of one hit point). If the creature has VITAPAC (FINE)
Hit Dice of different sizes, use whichever Hit Die size Consumable (medpac), premium

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.

APPENDIX A | ENHANCED ITEMS | CONSUMABLES (MEDPACS) 126


VITAPAC (IMPROVED)
Consumable (medpac), prototype

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 five Hit Dice. If the
creature has spent Hit Dice of different sizes,
determine which Hit Dice are restored randomly.
VITAPAC (SUPERIOR)
Consumable (medpac), advanced

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 six Hit Dice. If the
creature has spent Hit Dice of different sizes,
determine which Hit Dice are restored randomly.

127 APPENDIX A | ENHANCED ITEMS | CONSUMABLES (MEDPACS)


CONSUMABLES (POISONS)
Item Rarity
Poisons
  Poison (Average) Premium
  Poison (Major) Prototype
  Poison (Deadly) Advanced
  Poison (Lethal) Legendary
  Poison (Devastating) Artifact

POISON (AVERAGE)
Consumable (poison), premium

As an action, you can use the poison in this vial to coat


one vibroweapon, one slug cartridge, or one wrist
launcher dart. A creature hit by the poisoned weapon
must make a DC 16 Constitution saving throw, taking
4d4 poison damage on a failed save or half as much on
a successful one. Once applied, the poison retains
potency for 1 minute before drying.
POISON (DEADLY)
Consumable (poison), advanced

As an action, you can use the poison in this vial to coat


one vibroweapon, one slug cartridge, or one wrist
launcher dart. A creature hit by the poisoned weapon
must make a DC 20 Constitution saving throw, taking
8d4 poison damage on a failed save or half as much on
a successful one. Once applied, the poison retains
potency for 1 minute before drying.
POISON (DEVASTATING)
Consumable (poison), artifact

As an action, you can use the poison in this vial to coat


one vibroweapon, one slug cartridge, or one wrist
launcher dart. A creature hit by the poisoned weapon
must make a DC 24 Constitution saving throw, taking
12d4 poison damage on a failed save or half as much
on a successful one. Once applied, the poison retains
potency for 1 minute before drying.
POISON (LETHAL)
Consumable (poison), legendary

As an action, you can use the poison in this vial to coat


one vibroweapon, one slug cartridge, or one wrist
launcher dart. A creature hit by the poisoned weapon
must make a DC 22 Constitution saving throw, taking
10d4 poison damage on a failed save or half as much
on a successful one. Once applied, the poison retains
potency for 1 minute before drying.
POISON (MAJOR)
Consumable (poison), prototype

As an action, you can use the poison in this vial to coat


one vibroweapon, one slug cartridge, or one wrist
launcher dart. A creature hit by the poisoned weapon
must make a DC 18 Constitution saving throw, taking
6d4 poison damage on a failed save or half as much on
a successful one. Once applied, the poison retains
potency for 1 minute before drying.

APPENDIX A | ENHANCED ITEMS | CONSUMABLES (POISONS) 128


CONSUMABLES (STIMPACS)
Item Rarity Page CHARISMA STIM (CHAMPION)
Stimpacs Consumable (stimpac), artifact

As an action, you can administer this stimpac to a


  Charisma Stim (Basic) Standard
creature within 5 feet. When you administer this
  Constitution Stim (Basic) Standard stimpac, the target's Charisma score increases by 10,
  Dexterity Stim (Basic) Standard and its maximum for this score increases by 10. This
effect lasts for 1 hour. A creature can benefit from only
  Intelligence Stim (Basic) Standard one stimpac at a time.
  Strength Stim (Basic) Standard
CHARISMA STIM (EXCEPTIONAL)
  Wisdom Stim (Basic) Standard Consumable (stimpac), legendary

  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

  Charisma Stim (Improved) Prototype


As an action, you can administer this stimpac to a
  Constitution Stim (Improved) Prototype creature within 5 feet. When you administer this
  Dexterity Stim (Improved) Prototype stimpac, the target's Charisma score increases by 2,
and its maximum for this score increases by 2. This
  Intelligence Stim (Improved) Prototype effect lasts for 1 hour. A creature can benefit from only
  Strength Stim (Improved) Prototype one stimpac at a time.
  Wisdom Stim (Improved) Prototype CHARISMA STIM (IMPROVED)
  Charisma Stim (Superior) Advanced Consumable (stimpac), prototype

  Constitution Stim (Superior) Advanced


As an action, you can administer this stimpac to a
creature within 5 feet. When you administer this
  Dexterity Stim (Superior) Advanced stimpac, the target's Charisma score increases by 4,
  Intelligence Stim (Superior) Advanced and its maximum for this score increases by 4. This
effect lasts for 1 hour. A creature can benefit from only
  Strength Stim (Superior) Advanced
one stimpac at a time.
  Wisdom Stim (Superior) Advanced
CHARISMA STIM (SUPERIOR)
  Charisma Stim (Exceptional) Legendary
Consumable (stimpac), advanced

  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


  Dexterity Stim (Champion) Artifact creature within 5 feet. When you administer this
  Intelligence Stim (Champion) Artifact stimpac, the target's Constitution score increases by 2,
to a maximum of 20. This effect lasts for 1 hour. A
  Strength Stim (Champion) Artifact
creature can benefit from only one stimpac at a time.
  Wisdom Stim (Champion) Artifact
CONSTITUTION STIM (CHAMPION)
CHARISMA STIM (BASIC) Consumable (stimpac), 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
stimpac, the target's Charisma score increases by 2, to 10, and its maximum for this score increases by 10.
a maximum of 20. This effect lasts for 1 hour. A This effect lasts for 1 hour. A creature can benefit from
creature can benefit from only one stimpac at a time. only one stimpac at a time.

129 APPENDIX A | ENHANCED ITEMS | CONSUMABLES (STIMPACS)


CONSTITUTION STIM (EXCEPTIONAL) DEXTERITY 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 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

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 10,
stimpac, the target's Dexterity score increases by 2, to and its maximum for this score increases by 10. This
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.
DEXTERITY STIM (CHAMPION) INTELLIGENCE STIM (EXCEPTIONAL)
Consumable (stimpac), artifact
Consumable (stimpac), legendary

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.

APPENDIX A | ENHANCED ITEMS | CONSUMABLES (STIMPACS) 130


INTELLIGENCE STIM (IMPROVED) STRENGTH 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 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

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 Wisdom score increases by 10,
stimpac, the target's Strength score increases by 2, to a and its maximum for this score increases by 10. 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.
STRENGTH STIM (CHAMPION) WISDOM STIM (EXCEPTIONAL)
Consumable (stimpac), artifact
Consumable (stimpac), legendary

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.

131 APPENDIX A | ENHANCED ITEMS | CONSUMABLES (STIMPACS)


CONSUMABLES (SUBSTANCES)
Item Rarity Item Rarity
Substances Substances
  Andris (Fine) Premium   Vayerbok (Aged) Advanced
  Cilona (Fine) Premium   Yaladai (High Quality) Advanced
  Deuterium-pyro (Fine) Premium   Yarrock (High Quality) Advanced
  Giggledust (Fine) Premium   Andris (Potent) Legendary
  Glitterstim (Fine) Premium   Cilona (Potent) Legendary
  Karrak (Fine) Premium   Deuterium-pyro (Reserve) Legendary
  Mummergy (Fine) Premium   Giggledust (Potent) Legendary
  Muon Gold (Fine) Premium   Glitterstim (Potent) Legendary
  Novanian Grog (Fine) Premium   Karrak (Potent) Legendary
  Raava (Fine) Premium   Mummergy (Reserve) Legendary
  Spicebrew (Fine) Premium   Muon Gold (Potent) Legendary
  Tihaar (Fine) Premium   Novanian Grog (Reserve) Legendary
  Tsiraki (Fine) Premium   Raava (Reserve) Legendary
  Vayerbok (Fine) Premium   Spicebrew (Reserve) Legendary
  Yaladai (Fine) Premium   Tihaar (Reserve) Legendary
  Yarrock (Fine) Premium   Tsiraki (Reserve) Legendary
  Andris (Uncut) Prototype   Vayerbok (Reserve) Legendary
  Cilona (Uncut) Prototype   Yaladai (Potent) Legendary
  Deuterium-pyro (Matured) Prototype   Yarrock (Potent) Legendary
  Giggledust (Uncut) Prototype   Andris (Pure) Artifact
  Glitterstim (Uncut) Prototype   Cilona (Pure) Artifact
  Karrak (Uncut) Prototype   Deuterium-pyro (Special) Artifact
  Mummergy (Matured) Prototype   Giggledust (Pure) Artifact
  Muon Gold (Uncut) Prototype   Glitterstim (Pure) Artifact
  Novanian Grog (Matured) Prototype   Karrak (Pure) Artifact
  Raava (Matured) Prototype   Mummergy (Special) Artifact
  Spicebrew (Matured) Prototype   Muon Gold (Pure) Artifact
  Tihaar (Matured) Prototype   Novanian Grog (Special) Artifact
  Tsiraki (Matured) Prototype   Raava (Special) Artifact
  Vayerbok (Matured) Prototype   Spicebrew (Special) Artifact
  Yaladai (Uncut) Prototype   Tihaar (Special) Artifact
  Yarrock (Uncut) Prototype   Tsiraki (Special) Artifact
  Andris (High Quality) Advanced   Vayerbok (Special) Artifact
  Cilona (High Quality) Advanced   Yaladai (Pure) Artifact
  Deuterium-pyro (Aged) Advanced   Yarrock (Pure) Artifact
  Giggledust (High Quality) Advanced
  Glitterstim (High Quality) Advanced
  Karrak (High Quality) Advanced
  Mummergy (Aged) Advanced
  Muon Gold (High Quality) Advanced
  Novanian Grog (Aged) Advanced
  Raava (Aged) Advanced
  Spicebrew (Aged) Advanced
  Tihaar (Aged) Advanced
  Tsiraki (Aged) Advanced

APPENDIX A | ENHANCED ITEMS | CONSUMABLES (SUBSTANCES) 132


ANDRIS (FINE) ANDRIS (PURE)
Consumable (substance), premium
Consumable (substance), artifact

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.

133 APPENDIX A | ENHANCED ITEMS | CONSUMABLES (SUBSTANCES)


CILONA (HIGH QUALITY) CILONA (UNCUT)
Consumable (substance), advanced
Consumable (substance), prototype

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.

APPENDIX A | ENHANCED ITEMS | CONSUMABLES (SUBSTANCES) 134


DEUTERIUM-PYRO (MATURED) GIGGLEDUST (FINE)
Consumable (substance), prototype
Consumable (substance), premium

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.

135 APPENDIX A | ENHANCED ITEMS | CONSUMABLES (SUBSTANCES)


GIGGLEDUST (PURE) GLITTERSTIM (HIGH QUALITY)
Consumable (substance), artifact
Consumable (substance), advanced

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.

APPENDIX A | ENHANCED ITEMS | CONSUMABLES (SUBSTANCES) 136


GLITTERSTIM (UNCUT) KARRAK (POTENT)
Consumable (substance), prototype
Consumable (substance), legendary

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.

137 APPENDIX A | ENHANCED ITEMS | CONSUMABLES (SUBSTANCES)


MUMMERGY (AGED) MUMMERGY (SPECIAL)
Consumable (substance), advanced
Consumable (substance), artifact

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

MUMMERGY (MATURED) Muon gold is a lubricant-based spice that gives users


Consumable (substance), prototype
intensified mental clarity and focus for a short time. As
Mummergy is a strong-smelling liquor derived from a an action, you can apply this substance to a creature
plant of the same name. As an action, you can apply within 5 feet. For the next 10 minutes, the creature
this substance to a creature within 5 feet. For the next experiences a high that increases their current and
10 minutes, the creature experiences a high that allows maximum tech points by 2d8. At the end of the high,
them to roll an additional d6 when making an ability the creature must succeed on a DC 20 Wisdom saving
check, attack roll, or saving throw using Intelligence. At throw or experience a low that lasts 4 hours, their
the end of the high, the creature must succeed on a DC current and maximum tech points are reduced by 2d8.
18 Constitution saving throw or experience a low that At the end of the low, the creature must make a DC 20
lasts 1 hour, during which they must roll a d6 and Constitution saving throw to resist addiction.
subtract the result when making an ability check,
attack roll, or saving throw using Intelligence. At the MUON GOLD (POTENT)
end of the low, the creature must make a DC 18 Consumable (substance), legendary

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.

APPENDIX A | ENHANCED ITEMS | CONSUMABLES (SUBSTANCES) 138


MUON GOLD (PURE) NOVANIAN GROG (MATURED)
Consumable (substance), artifact
Consumable (substance), prototype

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

Consumable (substance), prototype


This grog features a pungent odor and a strong kick. As
Muon gold is a lubricant-based spice that gives users an action, you can apply this substance to a creature
intensified mental clarity and focus for a short time. 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 2d10. At the end of the high,
experiences a high that increases their current and the creature must succeed on a DC 22 Constitution
maximum tech points by 2d6. At the end of the high, saving throw or experience a low that lasts 4 hours,
the creature must succeed on a DC 18 Wisdom saving their current and maximum tech points are reduced by
throw or experience a low that lasts 1 hour, their 2d10. At the end of the low, the creature must make a
current and maximum tech points are reduced by 2d6. DC 22 Wisdom saving throw to resist addiction.
At the end of the low, the creature must make a DC 18
Constitution saving throw to resist addiction. NOVANIAN GROG (SPECIAL)
Consumable (substance), artifact

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

NOVANIAN GROG (FINE) Raava is a traditional liquor breed from zsajhira


Consumable (substance), premium
berries. As an action, you can apply this substance to a
This grog features a pungent odor and a strong kick. As creature within 5 feet. For the next 10 minutes, the
an 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 minute, the creature additional d8 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 tech points by 2d4. At the end of the high, the creature must succeed on a DC 20 Constitution
the creature must succeed on a DC 16 Constitution saving throw or experience a low that lasts 4 hours,
saving throw or experience a low that lasts 1 hour, during which they must roll a d8 and subtract the
their current and maximum tech points are reduced by result when making an ability check, attack roll, or
2d4. At the end of the low, the creature must make a saving throw using Dexterity. At the end of the low, the
DC 16 Wisdom saving throw to resist addiction. creature must make a DC 20 Wisdom saving throw to
resist addiction.

139 APPENDIX A | ENHANCED ITEMS | CONSUMABLES (SUBSTANCES)


RAAVA (FINE) SPICEBREW (AGED)
Consumable (substance), premium
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

RAAVA (MATURED) Spicebrew, a popular drink across the galaxy, is a


Consumable (substance), prototype
tanned alcoholic beverage topped with foam. As an
Raava is a traditional liquor breed from zsajhira action, you can apply this substance to a creature
berries. As an action, you can apply this substance to a within 5 feet. For the next minute, the creature
creature within 5 feet. For the next 10 minutes, the experiences a high that increases their current and
creature experiences a high that allows them to roll an maximum force points by 2d4. At the end of the high,
additional d6 when making an ability check, attack roll, the creature must succeed on a DC 16 Constitution
or saving throw using Dexterity. At the end of the high, saving throw or experience a low that lasts 1 hour,
the creature must succeed on a DC 18 Constitution their current and maximum force points are reduced
saving throw or experience a low that lasts 1 hour, by 2d4. At the end of the low, the creature must make
during which they must roll a d6 and subtract the a DC 16 Wisdom saving throw to resist addiction.
result when making an ability check, attack roll, or
saving throw using Dexterity. At the end of the low, the SPICEBREW (MATURED)
creature must make a DC 18 Wisdom saving throw to Consumable (substance), prototype

resist addiction. Spicebrew, a popular drink across the galaxy, is a


tanned alcoholic beverage topped with foam. As an
RAAVA (RESERVE) action, you can apply this substance to a creature
Consumable (substance), legendary
within 5 feet. For the next 10 minutes, the creature
Raava is a traditional liquor breed from zsajhira experiences a high that increases their current and
berries. As an action, you can apply this substance to a maximum force points by 2d6. At the end of the high,
creature within 5 feet. For the next hour, the creature the creature must succeed on a DC 18 Constitution
experiences a high that allows them to roll an saving throw or experience a low that lasts 1 hour,
additional d10 when making an ability check, attack their current and maximum force points are reduced
roll, or saving throw using Dexterity. At the end of the by 2d6. At the end of the low, the creature must make
high, the creature must succeed on a DC 22 a DC 18 Wisdom saving throw to resist addiction.
Constitution saving throw or experience a low that
lasts 4 hours, during which they must roll a d10 and SPICEBREW (RESERVE)
subtract the result when making an ability check, Consumable (substance), legendary

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.

APPENDIX A | ENHANCED ITEMS | CONSUMABLES (SUBSTANCES) 140


SPICEBREW (SPECIAL) TIHAAR (MATURED)
Consumable (substance), artifact
Consumable (substance), prototype

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.

141 APPENDIX A | ENHANCED ITEMS | CONSUMABLES (SUBSTANCES)


TSIRAKI (AGED) TSIRAKI (RESERVE)
Consumable (substance), advanced
Consumable (substance), legendary

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.

APPENDIX A | ENHANCED ITEMS | CONSUMABLES (SUBSTANCES) 142


VAYERBOK (FINE) YALADAI (FINE)
Consumable (substance), premium
Consumable (substance), premium

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

VAYERBOK (MATURED) Yaladai is a powerful stimulant that grants extreme


Consumable (substance), prototype
clarity, improving relaxation and focus. As an action,
Vayerbok is a thick, green, vegetable-based alcoholic you can apply this substance to a creature within 5
beverage typically served hot. 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 10 minutes, the creature experiences a high that points by 2d8. At the end of the high, the creature
allows them to roll an additional d6 when making an must succeed on a DC 20 Wisdom saving throw or
ability check, attack roll, or saving throw using Wisdom. experience a low that lasts 4 hours, their current and
At the end of the high, the creature must succeed on a maximum force points are reduced by 2d8. At the end
DC 18 Constitution saving throw or experience a low of the low, the creature must make a DC 20
that lasts 1 hour, during which they must roll a d6 and Constitution saving throw to resist addiction.
subtract the result when making an ability check,
attack roll, or saving throw using Wisdom. At the end of YALADAI (POTENT)
the low, the creature must make a DC 18 Wisdom Consumable (substance), legendary

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.

143 APPENDIX A | ENHANCED ITEMS | CONSUMABLES (SUBSTANCES)


YALADAI (UNCUT) YARROCK (POTENT)
Consumable (substance), prototype
Consumable (substance), legendary

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

Yarrock is a hallucinogen which is said to instill a YARROCK (UNCUT)


creature with a clear vision of "the meaning of life", Consumable (substance), prototype

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.

APPENDIX A | ENHANCED ITEMS | CONSUMABLES (SUBSTANCES) 144


CONSUMABLES (TECHNOLOGY)
Item Rarity Page MACHINIST'S CATALYZER MK I
Technology Consumable (technology), standard

As an action, you can administer this catalyzer to a


  Machinist's Catalyzer Mk I Standard
creature within 5 feet. When you administer this
  Personal Teleporter Mk I Standard adrenal, the target gains a +1 bonus to its damage and
  Computer Spike (Fine) Premium healing rolls with tech powers. This effect lasts for 1
minute. A creature can benefit from only one catalyzer
  Machinist's Catalyzer Mk II Premium at a time.
  Personal Teleporter Mk II Premium
MACHINIST'S CATALYZER MK II
  Security Spike (Fine) Premium Consumable (technology), premium

  Repair Kit Mk II Premium As an action, you can administer this catalyzer to a


  Machinist's Catalyzer Mk III Prototype
creature within 5 feet. When you administer this
adrenal, the target gains a +1 bonus to its tech attack
  Personal Teleporter Mk III Prototype rolls, tech save DC, and damage and healing rolls with
  Repair Kit Mk III Prototype tech powers. This effect lasts for 1 minute. A creature
can benefit from only one catalyzer at a time.
  Computer Spike (Superior) Advanced
  Machinist's Catalyzer Mk IV Advanced MACHINIST'S CATALYZER MK III
Consumable (technology), prototype

  Personal Teleporter Mk IV Advanced


As an action, you can administer this catalyzer to a
  Repair Kit Mk IV Advanced creature within 5 feet. When you administer this
  Security Spike (Superior) Advanced adrenal, the target gains a +2 bonus to its tech attack
rolls, tech save DC, and damage and healing rolls with
  Personal Teleporter Mk V Legendary tech powers. This effect lasts for 1 minute. A creature
  Repair Kit Mk V Legendary can benefit from only one catalyzer at a time.
  Computer Spike (Champion) Artifact MACHINIST'S CATALYZER MK IV
  Personal Teleporter Mk VI Artifact Consumable (technology), advanced

  Repair Kit Mk VI Artifact


As an action, you can administer this catalyzer to a
creature within 5 feet. When you administer this
  Security Spike (Champion) Artifact adrenal, the target gains a +3 bonus to its tech attack
rolls, tech save DC, and damage and healing rolls with
COMPUTER SPIKE (CHAMPION) tech powers. This effect lasts for 1 minute. A creature
Consumable (technology), artifact
can benefit from only one catalyzer at a time.
When you make an Intelligence (slicer's kit) check, you
can use the spike (no action required) to gain PORTABLE TELEPORTER MK I
advantage on the check, and then you can reroll both Consumable (technology), standard

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

When you make an Intelligence (slicer's kit) check, you


can use the spike (no action required) to gain
advantage on the check, and then you can reroll one of
the dice once. You can wait until after you roll the d20
before deciding to use the spike, but you must decide
before the GM says whether the check succeeds or
fails.

145 APPENDIX A | ENHANCED ITEMS | CONSUMABLES (TECHNOLOGY)


PORTABLE TELEPORTER MK II PORTABLE TELEPORTER MK VI
Consumable (technology), premium
Consumable (technology), artifact

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.

APPENDIX A | ENHANCED ITEMS | CONSUMABLES (TECHNOLOGY) 146


REPAIR KIT MK VI
Consumable (technology), artifact

A repair kit included the basic tools needed to repair a


droid after being damaged in combat. The kit has three
uses. As an action, you can expend one use of the kit to
restore hit points to a droid or construct within 5 feet.
The creature rolls six dice equal to the size of their Hit
Die and regains hit points equal to the amount rolled +
their Constitution modifier (minimum of one hit point).
If the creature has Hit Dice of different sizes, use
whichever Hit Die size they have the most of.
SECURITY SPIKE (CHAMPION)
Consumable (technology), artifact

When you make an Intelligence (security kit) check, you


can use the spike (no action required) to gain
advantage on the check, and then you can reroll both
of the dice once. You can wait until after you roll the
d20 before deciding to use the spike, but you must
decide before the GM says whether the check succeeds
or fails.
SECURITY SPIKE (FINE)
Consumable (technology), premium

When you make an Intelligence (security kit) check, you


can use the spike (no action required) to gain
advantage on the check. You can wait until after you
roll the d20 before deciding to use the spike, but you
must decide before the GM says whether the check
succeeds or fails.
SECURITY SPIKE (SUPERIOR)
Consumable (technology), advanced

When you make an Intelligence (security kit) check, you


can use the spike (no action required) to gain
advantage on the check, and then you can reroll one of
the dice once. You can wait until after you roll the d20
before deciding to use the spike, but you must decide
before the GM says whether the check succeeds or
fails.

147 APPENDIX A | ENHANCED ITEMS | CONSUMABLES (TECHNOLOGY)


CYBERNETIC AUGMENTATIONS
Item Rarity Item Rarity
Enhancements   Microphasic Hypervisor Prototype
  Charisma Enhancement (Basic) Standard   Survival and Surveillance Implant Mk II Prototype
  Constitution Enhancement (Basic) Standard
ACTIVE CAMOUFLAGE CORE
  Dexterity Enhancement (Basic) Standard
Cybernetic augmentation (enhancement), advanced

  Intelligence Enhancement (Basic) Standard Prerequisite: Constitution 13

  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

  Active Camouflage Core Advanced Prerequisite: Intelligence 13

  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

APPENDIX A | ENHANCED ITEMS | CYBERNETIC AUGMENTATIONS 148


AUTOMATED ADRENAL PACKAGE CHARISMA ENHANCEMENT (BASIC)
Cybernetic augmentation (enhancement), advanced
Cybernetic augmentation (enhancement), standard

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

rolls of melee weapon attacks, and your carrying Prerequisite: Charisma 15

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

vaguely resembling a multi-limbed cephalopod, and Prerequisite: Constitution 11

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

BRAWNY ARM PROSTHESIS Prerequisite: Intelligence 13

Cybernetic augmentation (replacement), standard


This augmentation replaces a hand.
This augmentation replaces an arm.
As a bonus action, you can transform this claw-hand
When you make an ability check, attack roll, or saving
into one of the following items of your choice, or back
throw using Strength using only this arm, your Strength its default claw-hand state. While your claw-hand is
score is treated as 15. When you make an ability check, transformed, you are considered to be proficient in the
attack roll, or saving throw using Strength using more
item it is replicating, if you are not already:
than just this arm, you take the average of the arm's
Strength score and your own. Security kit
Side Effect: When you roll a 1 on an ability check, Artisan tools (one set, chosen at the time this
attack roll, or saving throw using Strength with this augmentation is installed)
arm, it seizes up, becoming unusable until the start of Commlink
your next turn. Fusion cutter
These arm replacements are popular with the less Grappling hook (with 50 feet of fibercord cable)
exercise-inclined. Hydrospanner
CELERITY LEG PROSTHESIS Traumakit
Cybernetic augmentation (replacement), standard
Repair kit
This augmentation replaces both legs. Hidden blade (martial vibroweapon)
When determining your bonus to AC and saving Hold out (simple blaster)
throws from Dexterity, your Dexterity score is treated Medium shield generator (medium armor)
as 15. Additionally, you can substitute this score for For items that have charges such as the repair kit,
your own whenever you make an ability check or attack you regain all expended charges at the end of a long
roll that uses your legs. If your Dexterity score is rest. For items that use power cells, you can reload
already equal to or greater than 15, it has no effect on those with power cells normally.
you. Side Effect: Once this hand replacement has been
Side Effect: When you roll a 1 an ability check, attack installed, you can no longer wield weapons in this hand
roll, or saving throw using Dexterity that involves these other than those this augmentation can transform into.
legs, they seize up, reducing your speed to 0 until the The CVCM hand replacement appears to be a simple
start of your next turn. claw, but it contains a startling variety of tools,
This leg replacement is common for those travelers transforming to become whatever gadget is needed at
interested in making a quick getaway. the moment.

149 APPENDIX A | ENHANCED ITEMS | CYBERNETIC AUGMENTATIONS


DARING ACROBAT PACKAGE FORTITUDE ENHANCER MK II
Cybernetic augmentation (enhancement), legendary
Cybernetic augmentation (enhancement), advanced

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.

DETACHABLE EYE FORTITUDE ENHANCER MK III


Cybernetic augmentation (replacement), standard
Cybernetic augmentation (enhancement), artifact

This augmentation replaces an eye. Prerequisite: Strength and Constitution 15

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

feet. This augmentation replaces your torso.


This eye replacement is a favored tool for the Your Constitution score becomes 13. If your
augmented spy. Constitution score is already equal to or greater than
13, it has no effect on you. Additionally, you have
DETACHABLE HAND advantage on saving throws against poison.
Cybernetic augmentation (replacement), standard
Side Effect: When you roll a 1 a Constitution saving
This augmentation replaces a hand. throw to avoid exhaustion, you suffer 2 levels of
As an action, you can attach or detach this hand. exhaustion, instead of just 1.
While detached, the hand has a speed of 15 feet, an AC For the wary traveler who is desperately afraid of
of 10, and 1 hit point. As an action on each of your poison.
turns, you can control the hand as long as it is within
30 feet of you. You can use the hand to manipulate an HAWKEYE OCULAR PACKAGE
object, open an unlocked door or container, stow or Cybernetic augmentation (replacement), premium

retrieve an item from an open container, or pour the Prerequisite: Intelligence 13

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

When you are subjected to an effect that allows you to


make a Strength saving throw to take only half
damage, you instead take no damage if you succeed on
a saving throw, and only half damage if you fail.
Side Effect: When you fail a Strength saving throw,
you treat the damage as if the source had rolled the
maximum.

APPENDIX A | ENHANCED ITEMS | CYBERNETIC AUGMENTATIONS 150


HIDDEN COMPARTMENT BLASTER INFILTRATION PACKAGE
Cybernetic augmentation (enhancement), standard
Cybernetic augmentation (replacement), premium

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

When you aren't wearing armor, your AC becomes 13 +


HIGH-GRADE CYBERNETIC ARM your Dexterity modifier.
Cybernetic augmentation (replacement), prototype
Side Effect: Each time you take damage while you
Prerequisite: Constitution 13
aren't wearing armor, your speed decreases by 5 feet
This augmentation replaces an arm. until the start of your next turn.
When you hit with a melee weapon attack using This implant reinforces your skin with an ablative
Strength with a weapon wielded by this arm, you gain a woven alloy, making you difficult to damage.
+1 bonus to the damage roll. Additionally, when you
make a Strength (Athletics) check that involves this INTEGRATED SUBDERMAL ARMOR MK II
arm, you gain a +1 bonus to the check. Cybernetic augmentation (enhancement), prototype

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

and jumping height. This augmentation replaces your face.


INDOMITABLE FORTRESS PACKAGE Your Intelligence score becomes 13. If your
Cybernetic augmentation (enhancement), legendary
Intelligence score is already equal to or greater than
Prerequisite: Constitution 15
Your Constitution score 13, it has no effect on you. Additionally, you can add
increases by 1, and your maximum for this score half your proficiency bonus (rounded down) to any
increases by 1. Additionally, you have advantage on Intelligence check you make that doesn't already
Constitution saving throws. include your proficiency bonus.
Side Effect: One ability score other than Constitution Side Effect: When you roll a 1 an Intelligence saving
(chosen by the GM) decreases by 1. throw, the implant stutters, causing any ability checks
This implant drastically increases your endurance. in which you are proficient you make before the start
of your next turn to not include your proficiency bonus.
This facial prosthetic includes a solid state drive,
allowing for quick recall.

151 APPENDIX A | ENHANCED ITEMS | CYBERNETIC AUGMENTATIONS


IRIDONIAN GRAV-LEV ARM NIGHTHAWK OCULAR IMPLANT
Cybernetic augmentation (replacement), premium
Cybernetic augmentation (replacement), premium

Prerequisite: Constitution 13
Prerequisite: Intelligence 13

This augmentation replaces a hand. This augmentation replaces your eyes.


Your unarmed strikes with this arm deal 1d4 ion You can activate or deactivate this implant as a
damage, and your carrying capacity and the weight you bonus action. While active, you gain darkvision to a
can push, drag, or lift doubles. If it would already range of 120 feet.
double, it instead triples. Additionally, you deal double Side Effect: While active and in bright light, you have
damage to energy-based structures with your unarmed disadvantage on attack rolls, as well as on Wisdom
strikes. (Perception) checks that rely on sight.
Side Effect: You can no longer wield weapons with
electronic components, such as blasters, QUICK SAVANT PACKAGE
vibroweapons, or lightweapons. Additionally, if this Cybernetic augmentation (enhancement), legendary

hand interacts with a small electronic device, such as a Prerequisite: Intelligence 15

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

property. When you are subjected to an effect that allows you to


Side Effect: When you roll a 1 on an ability check, make a Intelligence saving throw to take only half
attack roll, or saving throw with this arm, the hand damage, you instead take no damage if you succeed on
disconnects and falls to the ground. It can be picked up a saving throw, and only half damage if you fail.
and replaced as a bonus action. Side Effect: When you fail a Intelligence saving
This hand replacement creates a magnetic throw, you treat the damage as if the source had rolled
connection between the hand and forearm, emitting a the maximum.
minor hum. REFLEX ENHANCER MK II
MICROPHASIC HYPERVISOR Cybernetic augmentation (enhancement), advanced

Cybernetic augmentation (replacement), prototype


Prerequisite: Dexterity 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

resolution sensors. Prerequisite: Dexterity and Intelligence 15

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.

APPENDIX A | ENHANCED ITEMS | CYBERNETIC AUGMENTATIONS 152


SKILLS ENHANCEMENT PACKAGE SURVIVAL AND SURVEILLANCE IMPLANT MK II
Cybernetic augmentation (enhancement), advanced
Cybernetic augmentation (replacement), prototype

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

Interceptor Mode: This is a jamming and electronic


Prerequisite: Charisma 13

warfare suite that includes a comm jammer, a holotrace


When you are subjected to an effect that allows you to
device and pocket scrambler. make a Charisma saving throw to take only half
Respirator Mode: This includes a basic respirator that damage, you instead take no damage if you succeed on
grants advantage on saving throws made to avoid being a saving throw, and only half damage if you fail.
poisoned and resistance to poison damage. Side Effect: When you fail a Charisma saving throw,
Side Effect: This complex interface causes significant you treat the damage as if the source had rolled the
interference with other communication devices, maximum.
rendering them impossible to use. While this implant is
installed, you can not use any portable device used for
communication or jamming, such as a commlink or
holotrace device.
Frequently used by scouts and corporate espionage
specialists, this imposing implant covers nearly the
entire left half of the face, and includes a series of tools
for long-term survival in hostile conditions.

153 APPENDIX A | ENHANCED ITEMS | CYBERNETIC AUGMENTATIONS


WILL ENHANCER MK II
Cybernetic augmentation (enhancement), advanced

Prerequisite: Wisdom 13

When you are subjected to an effect that allows you to


make a Wisdom saving throw to take only half damage,
you instead take no damage if you succeed on a saving
throw, and only half damage if you fail.
Side Effect: When you fail a Wisdom saving throw,
you treat the damage as if the source had rolled the
maximum.

WILL ENHANCER MK III


Cybernetic augmentation (enhancement), artifact

Prerequisite: Wisdom and Charisma 15

When you are subjected to an effect that allows you to


make a Wisdom or Charisma saving throw to take only
half damage, you instead take no damage if you
succeed on a saving throw, and only half damage if you
fail.
Side Effect: When you fail a Wisdom or Charisma
saving throw, you treat the damage as if the source
had rolled the maximum.
WISDOM ENHANCEMENT (BASIC)
Cybernetic augmentation (enhancement), standard

Prerequisite: Wisdom 11

Your Wisdom score increases by 1, to a maximum of


20.
Side Effect: One ability score other than Wisdom
(chosen by the GM) decreases by 1.
WISE SAGE PACKAGE
Cybernetic augmentation (enhancement), legendary

Prerequisite: Wisdom 15

Your Wisdom score increases by 1, and your maximum


for this score increases by 1. Additionally, you have
advantage on Wisdom saving throws.
Side Effect: One ability score other than Wisdom
(chosen by the GM) decreases by 1.
This implant drastically increases your aural
awareness.

APPENDIX A | ENHANCED ITEMS | CYBERNETIC AUGMENTATIONS 154


DROID CUSTOMIZATIONS
Item Rarity Item Rarity
Parts   Will Protocol Mk II Advanced
  Blaster Integration Standard   Fortitude Protocol Mk III Artifact
  Four-Armed Combatant Standard   Reflex Protocol Mk III Artifact
  Humanoid Replicant Standard   Will Protocol Mk III Artifact
  Leg Reinforcement Standard
ANALYSIS PROTOCOL
  Manipulator Upgrade Standard
Droid customization (protocol), premium

  Mechanic Standard Prerequisite: Class I droid

  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

You can now integrate a single simple or martial


  Sentry Standard
blaster into your droid chassis. Over the course of a
  Tool Integration Standard short or long rest, you can insert and integrate this
  Versatility Motivator Standard blaster into your frame. As a bonus action, you can
open or close a small hatch located somewhere on
  Vocoder (Basic) Standard
your droid body, permitting you to wield and fire the
  Mighty Build Premium weapon normally when you want to attack with it.
  Repulsor Lifts (Fine) Premium While the hatch is open, your hands are not considered
occupied by this blaster. All other rules and conditions
  Shock Arm Premium apply normally as if you were wielding this blaster in
  Vocoder (Fine) Premium either one or two hands (your choice).
  Droid Dura Plating Mk I Prototype DROID DURA PLATING MK I
  Repulsor Lifts (Improved) Prototype Droid customization (part), prototype

  Vocoder (Improved) Prototype


Prerequisite: Proficiency with heavy armor

Your base AC becomes 19.


  Droid Dura Plating Mk II Advanced Originally used on starship hulls, durasteel is the
  Repulsor Lifts (Superior) Advanced most cost-effective way to prevent the destruction of
your droids.
  Vocoder (Superior) Advanced
  Droid Dura Plating Mk III Legendary DROID DURA PLATING MK II
Droid customization (part), advanced

  Repulsor Lifts (Exceptional) Legendary


Prerequisite: Proficiency with heavy armor

  Vocoder (Exceptional) Legendary Your base AC becomes 20.


  Repulsor Lifts (Champion) Artifact Originally used on starship hulls, durasteel is the
most cost-effective way to prevent the destruction of
  Vocoder (Champion) Artifact
your droids.
Protocols
DROID DURA PLATING MK III
  Interface Protocol Standard
Droid customization (part), legendary

  Interfaced Assistance Protocol Standard Prerequisite: Proficiency with heavy armor

  Interfaced Crafting Protocol Standard Your base AC becomes 21.


Originally used on starship hulls, durasteel is the
  Interfaced Distraction Protocol Standard most cost-effective way to prevent the destruction of
  Interfaced Healing Protocol Standard your droids.
  Interfaced Tracking Protocol Standard ENHANCED RECONSTRUCTOR
  Analysis Protocol Premium Droid customization (protocol), premium

  Enhanced Reconstructor Premium


Prerequisite: Class IV droid

Whenever you roll a Hit Die to recover hit points, you


  Fortitude Protocol Mk I Premium add your Intelligence modifier to the roll (minimum of
  Reflex Protocol Mk I Premium +1).
  Uncanniness Motivator Premium
  Will Protocol Mk I Premium
  Fortitude Protocol Mk II Advanced
  Reflex Protocol Mk II Advanced

155 APPENDIX A | ENHANCED ITEMS | DROID CUSTOMIZATIONS


FORTITUDE PROTOCOL MK I INTERFACED DISTRACTION PROTOCOL
Droid customization (protocol), premium
Droid customization (protocol), 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

Droid customization (protocol), advanced


While you are interfaced via the tracker droid interface
Requires attunement
tech power, when your handler restores hit points to a
When you are subjected to an effect that allows you to creature that is within 5 feet of you, they can roll the
make a Constitution saving throw to take only half dice twice and take either total.
damage, you instead take no damage if you succeed on
a saving throw, and only half damage if you fail. INTERFACED TRACKING PROTOCOL
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

Droid customization (part), standard


As an action, you can activate the repair tools, choosing
Prerequisite: Humanoid proportions
one of the following options:
Your droid gains an exterior layer that makes it You can stabilize a droid within 5 feet of you that has 0
indistinguishable from a species of your choice of the
hit points, without needing to make an Intelligence
same size. Additionally, you have advantage on checks
(Technology) check.
made to conceal your nature, and scanners of
You can restore 2d4+2 hit points to a droid or construct
standard rarity or lower automatically fail to determine
within 5 feet.
that you are a droid.
You can use each feature once. You regain all
INTERFACE PROTOCOL
expended uses when you complete a long rest.
Droid customization (protocol), standard

This part equips the droid with a series of machine


You become a valid target for the tracker droid
repair tools.
interface tech power.
INTERFACED ASSISTANCE PROTOCOL
Droid customization (protocol), standard

While you are interfaced via the tracker droid interface


tech power, whenever your handler has advantage on
an ability check or attack roll granted by you taking the
Help action, they can reroll one of the dice once.
INTERFACED CRAFTING PROTOCOL
Droid customization (protocol), standard

While you are interfaced via the tracker droid interface


tech power, whenever your handler makes an ability
check using tools with which the you are also
proficient, they have advantage on the check. If they
already have advantage, they can instead reroll one of
the dice once.

APPENDIX A | ENHANCED ITEMS | DROID CUSTOMIZATIONS 156


MEDIC REFLEX PROTOCOL MK III
Droid customization (part), standard
Droid customization (protocol), artifact

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

Repulsor lifts are a form of rocket propulsion affixed to


POWER SUPPLY PORT the lower part of a droid's chassis. Activating or
Droid customization (part), standard
deactivating the repulsors requires a bonus action and,
Prerequisite: Class V droid
while active, you have a flying speed of 50 feet. The
You gain the ability to charge expended power cells repulsor lifts last for 1 minute. Once they've been used,
and power generators within your reach. You have a they can't be used again until an hour has passed.
charging capacity of 1 hour. You can spend 10 minutes
of this charging capacity to replenish an expended REPULSOR LIFTS (EXCEPTIONAL)
power cell, or 1 hour replenishing an expended power Droid customization (part), legendary

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

damage, you instead take no damage if you succeed on


Repulsor lifts are a form of rocket propulsion affixed to
a saving throw, and only half damage if you fail. the lower part of a droid's chassis. Activating or
REFLEX PROTOCOL MK II deactivating the repulsors requires a bonus action and,
Droid customization (protocol), advanced
while active, you have a flying speed of 35 feet. The
Requires attunement
repulsor lifts last for 1 minute. Once they've been used,
When you are subjected to an effect that allows you to they can't be used again until an hour has passed.
make a Dexterity saving throw to take only half
damage, you instead take no damage if you succeed on
a saving throw, and only half damage if you fail.

157 APPENDIX A | ENHANCED ITEMS | DROID CUSTOMIZATIONS


REPULSOR LIFTS (SUPERIOR) VOCODER (BASIC)
Droid customization (part), advanced
Droid customization (part), standard

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

Prerequisite: Class III droid


A vocoder is an adjustment to a droid's speech center.
Your speed increases by 5 feet, and you gain The vocoder includes all registered languages, and
proficiency in one blaster or vibroweapon of your grants the droid the ability to speak, read, and write
choice. each language.
SENTRY VOCODER (EXCEPTIONAL)
Droid customization (part), standard
Droid customization (part), legendary

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

Droid customization (part), premium


A vocoder is an adjustment to a droid's speech center.
Prerequisite: Class II droid
The vocoder includes 10 languages, and grants the
You have a small integrated droid shock arm with droid the ability to speak, read, and write each
which you can make unarmed strikes. You have language. The languages can be changed out while
proficiency in this shock arm, which is a vibroweapon interfaced with a protocol droid or appropriate
with the reach property and deals 1d6 lightning computer.
damage on a hit. You can use your choice of Strength
or Intelligence for the attack and damage rolls. You VOCODER (IMPROVED)
must use the same modifier for both rolls. Droid customization (part), prototype

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

Droid customization (protocol), premium


A vocoder is an adjustment to a droid's speech center.
Prerequisite: Class III droid
The vocoder includes 40 languages, and grants the
When you or a creature you can see that can see and droid the ability to speak, read, and write each
understand you makes an ability check, attack roll, or language. The languages can be changed out while
saving throw, you can roll a d4 and add it to their roll interfaced with a protocol droid or appropriate
(no action required). You can use this before or after computer.
the roll, but before the GM determines the roll's
outcome. Once you've used this feature, you must WILL PROTOCOL MK I
complete a short or long rest before you can use it Droid customization (protocol), premium

again. Requires attunement

When you are subjected to an effect that allows you to


VERSATILITY MOTIVATOR make a Charisma saving throw to take only half
Droid customization (part), standard
damage, you instead take no damage if you succeed on
Prerequisite: Class I droid
a saving throw, and only half damage if you fail.
Your speed increases by 5 feet, and you can now speak
Binary in addition to understanding it.

APPENDIX A | ENHANCED ITEMS | DROID CUSTOMIZATIONS 158


WILL PROTOCOL MK II
Droid customization (protocol), advanced

Requires attunement

When you are subjected to an effect that allows you to


make a Wisdom saving throw to take only half damage,
you instead take no damage if you succeed on a saving
throw, and only half damage if you fail.
WILL PROTOCOL MK III
Droid customization (protocol), artifact

Requires attunement

When you are subjected to an effect that allows you to


make a Wisdom or Charisma saving throw to take only
half damage, you instead take no damage if you
succeed on a saving throw, and only half damage if you
fail.

159 APPENDIX A | ENHANCED ITEMS | DROID CUSTOMIZATIONS


FOCUSES
Item Rarity FOCUS GENERATOR CHASSIS (ADVANCED)
Force Focus (force), advanced

Requires attunement

  Focus Generator Chassis (Standard) Standard


This modifiable focus generator chassis comes with
  Focus Generator (Fine) Premium vacant modification slots for focus generator
  Focus Generator Chassis (Premium) Premium modifications, as well as one augment slot. It can
house modifications of advanced rarity or lower.
  Focus Generator (Improved) Prototype
  Focus Generator Chassis (Prototype) Prototype FOCUS GENERATOR CHASSIS (ARTIFACT)
Focus (force), artifact

  Focus Generator (Superior) Advanced 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

  Wristpad (Fine) Premium Requires attunement

This modifiable focus generator chassis comes with


  Wristpad Chassis (Premium) Premium
vacant modification slots for focus generator
  Wristpad (Improved) Prototype modifications, as well as two augment slots. It can
  Wristpad Chassis (Prototype) Prototype house modifications of legendary rarity or lower.
  Wristpad (Superior) Advanced FOCUS GENERATOR CHASSIS (PREMIUM)
  Wristpad Chassis (Advanced) Advanced Focus (force), premium

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

powers you cast through this focus generator. Requires attunement

This modifiable focus generator chassis comes with


FOCUS GENERATOR (IMPROVED) vacant modification slots for focus generator
Focus (focus), prototype
modifications, as well as one augment slot. It can
Requires attunement
house modifications of prototype rarity or lower.
You gain a +2 bonus to the force attack rolls for force
powers you cast through this focus generator. FOCUS GENERATOR CHASSIS (STANDARD)
Focus (force), standard

FOCUS GENERATOR (SUPERIOR) Requires attunement

Focus (focus), advanced


This modifiable focus generator chassis comes with
Requires attunement
vacant modification slots for focus generator
You gain a +3 bonus to the force attack rolls for force modifications. It can house modifications of standard
powers you cast through this focus generator. rarity.

APPENDIX A | ENHANCED ITEMS | FOCUSES 160


WRISTPAD (FINE) WRISTPAD CHASSIS (LEGENDARY)
Focus (tech), premium
Focus (tech), legendary

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

This modifiable wristpad chassis comes with vacant


WRISTPAD (SUPERIOR) modification slots for wristpad modifications. It can
Focus (tech), advanced
house modifications of premium rarity or lower.
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.

161 APPENDIX A | ENHANCED ITEMS | FOCUSES


ITEM MODIFICATIONS (ARMOR)
Item Rarity Item Rarity
  Agile Armoring Mk I Standard   Heavy Suit Premium
  Bonded Plates Mk I Standard   Horizontal Exojets Premium
  Emergency Landing Braces Standard   Hydraulic Equalizer Mk II Premium
  Fadecasting Overlay (Novice) Standard   Insulated Reinforcement (Fine) Premium
  Fadecasting Underlay Mk I Standard   Interlocking Shielding Premium
  Gauntlet Armoring Standard   Magnetized Shield (Fine) Premium
  Hydraulic Equalizer Standard   Obscured Armoring Premium
  Impermeable Armoring Standard   Overlay Amplifier (Apprentice) Premium
  Inconspicuous Shielding Standard   Overlay Rangefinder (Apprentice) Premium
  Insulated Reinforcement (Basic) Standard   Powered Armoring Mk II Premium
  Lambent Shielding Standard   Reactive Armoring Premium
  Lightweight Reinforcement Standard   Regulated Reinforcement Premium
  Magnetized Shield Standard   Reinforced Underlay (Fine) Premium
  Manageability Armoring Standard   Rendcasting Overlay (Apprentice) Premium
  Optimized Actuators Mk I Standard   Rendcasting Underlay Mk II Premium
  Overlay Amplifier (Novice) Standard   Responsive Shielding Mk I Premium
  Overlay Rangefinder (Novice) Standard   Shield Anchor Premium
  Overload Shield Standard   Silent Armoring Premium
  Powered Armoring Mk I Standard   Spiked Shielding Premium
  Reinforced Armoring Standard   Underlay Amplifier Mk II Premium
  Reinforced Underlay (Basic) Standard   Underlay Rangefinder Mk II Premium
  Rendcasting Overlay (Novice) Standard   Versatile Shielding Premium
  Rendcasting Underlay Mk I Standard   Withercasting Overlay (Apprentice) Premium
  Shield Amplifier Standard   Withercasting Underlay Mk II Premium
  Steadfast Reinforcement Standard   Artificially Intelligent Prototype
  Underlay Amplifier Mk I Standard   Agile Armoring Mk III Prototype
  Underlay Rangefinder Mk I Standard   Ballistic Polymer Prototype
  Weapon Integration Armoring Standard   Bonded Plates Mk III Prototype
  Withercasting Overlay (Novice) Standard   Cortosis Weave Prototype
  Withercasting Underlay Mk I Standard   Fadecasting Overlay (Journeyman) Prototype
  Absorptive Reinforcement Premium   Fadecasting Underlay Mk III Prototype
  Agile Armoring Mk II Premium   Gauntlet Armoring Mk II Prototype
  Avoidant Reinforcement Premium   Grappling Harpoon Prototype
  Balanced Shielding Premium   Hydraulic Equalizer Mk III Prototype
  Barbed Armoring Premium   Insulated Reinforcement (Improved) Prototype
  Bioenhancement Matrix Mk I Premium   Integrated Jetboosters Mk I Prototype
  Bonded Plates Mk II Premium   Magnetized Shield (Improved) Prototype
  Charging Reinforcement Premium   Overlay Amplifier (Journeyman) Prototype
  Collapsible Suit Premium   Overlay Rangefinder (Journeyman) Prototype
  Concealing Shielding Premium   Powered Armoring Mk III Prototype
  Convenience Reinforcement Premium   Reinforced Underlay (Improved) Prototype
  Darkvision Visor Premium   Rendcasting Overlay (Journeyman) Prototype
  Enhanced Endurance Premium   Rendcasting Underlay Mk III Prototype
  Fadecasting Overlay (Apprentice) Premium   Underlay Amplifier Mk III Prototype
  Fadecasting Underlay Mk II Premium   Underlay Rangefinder Mk III Prototype
  Flexible Armoring Premium   Viir Agathys's Armoring Prototype

APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (ARMOR) 162


Item Rarity Item Rarity
  Withercasting Overlay (Journeyman) Prototype   Magnetized Shield (Champion) Artifact
  Withercasting Underlay Mk III Prototype   Powered Armoring Mk VI Artifact
  Absorptive Reinforcement Mk II Advanced   Reactive Armoring Mk III Artifact
  Agile Armoring Mk IV Advanced   Responsive Shielding Mk III Artifact
  Avoidant Reinforcement Mk II Advanced   Spiked Shielding Mk III Artifact
  Barbed Armoring Mk II Advanced   Versatile Shielding Mk III Artifact
  Bioenhancement Matrix Mk II Advanced
ABSORPTIVE REINFORCEMENT
  Bonded Plates Mk IV Advanced Item modification (armor), premium

  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

  Overlay Rangefinder (Adept) Advanced


This armor or shield gains the absorptive 3 property. If
  Powered Armoring Mk IV Advanced it already has the absorptive property, its absorptive
  Reactive Armoring Mk II Advanced number increases to 3.
  Reinforced Underlay (Superior) Advanced AGILE ARMORING MK I
  Rendcasting Overlay (Adept) Advanced Item modification (armor), standard

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

  Versatile Shielding Mk II Advanced Prerequisite: Armor

  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

  Exceptional Ballistic Polymer Legendary Prerequisite: Armor

  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

  Powered Armoring Mk V Legendary Prerequisite: Armor

  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

  Bioenhancement Matrix Mk III Artifact Prerequisite: Armor

This armor gains the agile 19 property. If it already has


  Charging Reinforcement Mk III Artifact
the agile property, its agile number increases by five
  Hydraulic Equalizer Mk VI Artifact steps (from 11 to 21).
  Insulated Reinforcement (Champion) Artifact
  Interlocking Shielding Mk III Artifact

163 APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (ARMOR)


AGILE ARMORING MK VI BARBED ARMORING MK III
Item modification (armor), artifact
Item modification (armor), artifact

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

rest. Your hit point maximum increases by an amount equal


to twice your level, and it increases by 2 every time you
AVOIDANT REINFORCEMENT gain a level.
Item modification (armor), premium

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 armor or shield gains the avoidant 2 property. If it BONDED PLATES MK I


already has the avoidant property, its avoidant number Item modification (armor), standard

increases by 2, to a maximum of 3. You gain a +1 bonus to AC against melee attacks and a


-1 penalty to AC against ranged attacks while wearing
AVOIDANT REINFORCEMENT MK III this armor or wielding this shield.
Item modification (armor), artifact

This armor or shield gains the avoidant 3 property. If it BONDED PLATES MK II


already has the avoidant property, its avoidant number Item modification (armor), premium

increases to 3. You gain a +1 bonus to AC against melee attacks while


wearing this armor or wielding this shield.
BALANCED SHIELDING
Item modification (armor), premium
BONDED PLATES MK III
Prerequiste: Shield
Item modification (armor), prototype

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.

BALLISTIC POLYMER (EXCEPTIONAL) CHARGING REINFORCEMENT


Item modification (armor), legendary
Item modification (armor), premium

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.

BARBED ARMORING CHARGING REINFORCEMENT MK II


Item modification (armor), premium
Item modification (armor), advanced

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

Item modification (armor), advanced


This armor or shield gains the charging 3 property. If it
Prerequisite: Armor
already has the charging property, its charging number
This armor gains the barbed (1d6) property. If it increases to 3.
already has the barbed property, the barbed damage
increases by two steps (from d4 to d8).

APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (ARMOR) 164


COLLAPSIBLE SUIT FADECASTING OVERLAY (JOURNEYMAN)
Item modification (armor), premium
Item modification (armor), prototype

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

While using this item as your focus, you gain a +1


CORTOSIS WEAVE bonus to the tech save DC of powers that require a
Item modification (armor), prototype
Strength or Constitution saving throw and a -1 penalty
This armor or shield gains the absorptive 1 property. If to the tech save DC of powers that require a Dexterity
it already has the absorptive property, its absorptive or Intelligence saving throw.
property increases by 1, to a maximum of 3.
Additionally, when taking energy damage from a FADECASTING UNDERLAY MK II
lightweapon, this armor or shield's absorptive number Item modification (armor), premium

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

Item modification (armor), premium


While using this item as your focus, you gain a +3
Prerequisite: Armor
bonus to the tech save DC of powers that require a
While wearing this armor, you have darkvision to a Strength or Constitution saving throw.
range of 60 feet. If you already have darkvision, this
modification increases its range by 30 feet. FLEXIBLE ARMORING
Item modification (armor), premium

EMERGENCY LANDING BRACES Prerequisite: Armor

Item modification (armor), standard


This armor loses the rigid property.
You can use your reaction to reduce any falling damage
you would take by half. GAUNTLET ARMORING
Item modification (armor), standard

ENHANCED ENDURANCE Prerequisite: Armor

Item modification (armor), premium


This armor gains the gauntleted (1d4) property. If it
Prerequisite: Armor
already has the gauntleted property, the gauntleted
When you are reduced to 0 hit points while wearing damage increases by one step (from d4 to d6, or from
this armor but not killed outright, you can drop to 1 hit d6 to d8).
point instead. You can't use this feature again until you
finish a long rest. GAUNTLET ARMORING MK II
Item modification (armor), prototype

FADECASTING OVERLAY (ADEPT) Prerequisite: Armor

Item modification (armor), advanced


This armor gains the gauntleted (1d6) property. If it
While using this item as your focus, you gain a +3 already has the gauntleted property, the gauntleted
bonus to the force save DC of powers that require a damage increases by two steps (from d4 to d8).
Strength or Constitution saving throw.
GAUNTLET ARMORING MK III
FADECASTING OVERLAY (APPRENTICE) Item modification (armor), legendary

Item modification (armor), premium


Prerequisite: Armor

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.

165 APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (ARMOR)


GRAPPLING HARPOON HYDRAULIC EQUALIZER MK IV
Item modification (armor), prototype
Item modification (armor), advanced

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

action required). Prerequisite: Armor

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

HEAVY SUIT Prerequiste: Shield


Item modification (armor), premium
This shield loses the obtrusive property.
Prerequisite: Armor

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

HORIZONTAL EXOJETS This armor or shield gains the insulated 6 property. If it


Item modification (armor), premium
already has the insulated property, its insulated
Prerequisite: Armor
number increases by 2, to a maximum of 10.
Whenever you take the Dodge or Dash actions, your
INSULATED REINFORCEMENT (IMPROVED)
walking speed increases by 10 feet until the end of
Item modification (armor), prototype

your turn. This armor or shield gains the insulated 7 property. If it


HYDRAULIC EQUALIZER already has the insulated property, its insulated
Item modification (armor), standard
number increases by 3, to a maximum of 10.
This armor or shield's strength number is reduced by
INSULATED REINFORCEMENT (SUPERIOR)
one step (from 21 to 19, 19 to 17, 17 to 15, 15 to 13, or Item modification (armor), advanced

13 to 11). If the strength number is 11, this


This armor or shield gains the insulated 8 property. If it
modification removes the strength property from it
already has the insulated property, its insulated
entirely. number increases by 4, to a maximum of 3.
HYDRAULIC EQUALIZER MK II INSULATED REINFORCEMENT (EXCEPTIONAL)
Item modification (armor), premium

Item modification (armor), legendary

This armor or shield's strength number is reduced by


This armor or shield gains the insulated 9 property. If it
two steps (from 21 to 17, 19 to 15, 17 to 13, or 15 to
already has the insulated property, its insulated
11). If the strength number is 13 or lower, this
number increases by 5, to a maximum of 10.
modification removes the strength property from it
entirely. INSULATED REINFORCEMENT (CHAMPION)
Item modification (armor), artifact

HYDRAULIC EQUALIZER MK III This armor or shield gains the insulated 10 property. If
Item modification (armor), prototype

it already has the insulated property, its insulated


This armor or shield's strength number is reduced by number increases to 10.
three steps (from 21 to 15, 19 to 13, or 17 to 11). If the
strength number is 15 or lower, this modification
removes the strength property from it entirely.

APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (ARMOR) 166


INTEGRATED JETBOOSTERS MK I MAGNETIZED SHIELD (IMPROVED)
Item modification (armor), prototype
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: Physical shield

INTERLOCKING SHIELDING This shield gains the magnetic 16 property. If it already


Item modification (armor), premium
has the magnetic property, its magnetic number
Prerequiste: Shield
increases by 4, to a maximum of 18.
This shield gains the interlocking 1 property. If it
already has the interlocking property, its interlocking MANAGEABILITY ARMORING
number increases by 1, to a maximum of 3. Item modification (armor), standard

Prerequisite: Armor

INTERLOCKING SHIELDING MK II This armor loses the bulky property.


Item modification (armor), advanced

Prerequiste: Shield
OBSCURED ARMORING
This shield gains the interlocking 2 property. If it Item modification (armor), premium

already has the interlocking property, its interlocking Prerequisite: Armor

number increases by 2, to a maximum of 3. This armor gains the obscured property.

INTERLOCKING SHIELDING MK III OPTIMIZED ACTUATORS MK I


Item modification (armor), artifact
Item modification (armor), standard

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

Item modification (armor), standard


While using this item as your focus, you gain a +1
This armor or shield gains the lightweight property. bonus to melee force attacks.

MAGNETIZED SHIELD OVERLAY AMPLIFIER (JOURNEYMAN)


Item modification (armor), standard
Item modification (armor), prototype

Prerequisite: Physical shield


While using this item as your focus, you gain a +2
This shield gains the magnetic 13 property. If it already bonus to melee force attacks.
has the magnetic property, its magnetic number
OVERLAY AMPLIFIER (NOVICE)
increases by 1, to a maximum of 18. Item modification (armor), standard

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

Item modification (armor), premium

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

Item modification (armor), premium


While using this item as your focus, you gain a +2
Prerequisite: Physical shield
bonus to ranged force attacks.
This shield gains the magnetic 14 property. If it already
has the magnetic property, its magnetic number
increases by 2, to a maximum of 18.

167 APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (ARMOR)


OVERLAY RANGEFINDER (NOVICE) REACTIVE ARMORING
Item modification (armor), standard
Item modification (armor), premium

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

You modify this shield generator to overload. As an Prerequisite: Armor

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

expended uses when you complete a short or long Prerequisite: Armor

rest. This armor gains the reactive 3 property. If it already


has the reactive property, its reactive number
POWERED ARMORING MK I increases to 3.
Item modification (armor), standard

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

POWERED ARMORING MK II Prerequisite: Armor

Item modification (armor), premium


This armor gains the reinforced property.
Prerequisite: Armor
REINFORCED UNDERLAY (BASIC)
This armor gains the powered 13 property. If it already 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

You gain a +2 bonus to AC against ranged attacks while


POWERED ARMORING MK IV wearing this armor or wielding this shield.
Item modification (armor), advanced

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

Item modification (armor), artifact


While using this item as your focus, you gain a +1
Prerequisite: Armor
bonus to the force save DC of powers that require a
This armor gains the powered 21 property. If it already Dexterity or Intelligence saving throw.
has the powered property, its powered number
increases to 21. RENDCASTING OVERLAY (JOURNEYMAN)
Item modification (armor), prototype

While using this item as your focus, you gain a +2


bonus to the force save DC of powers that require a
Dexterity or Intelligence saving throw.

APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (ARMOR) 168


RENDCASTING OVERLAY (NOVICE) SHIELD ANCHOR
Item modification (armor), standard
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

RENDCASTING UNDERLAY MK I This armor gains the silent property.


Item modification (armor), standard

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

Dexterity or Intelligence saving throw and a -1 penalty Prerequiste: Shield


to the tech save DC of powers that require a Wisdom This shield gains the spiked (1d4) property. If it already
or Charisma saving throw. has the spiked property, the spiked damage increases
by one step (from d4 to d6, or from d6 to d8).
RENDCASTING UNDERLAY MK II
Item modification (armor), premium
SPIKED SHIELDING MK II
While using this item as your focus, you gain a +1 Item modification (armor), advanced

bonus to the tech save DC of powers that require a Prerequiste: Shield


Dexterity or Intelligence saving throw. This shield gains the spiked (1d6) property. If it already
has the spiked property, the spiked damage increases
RENDCASTING UNDERLAY MK III by two steps (from d4 to d8).
Item modification (armor), prototype

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

Dexterity or Intelligence saving throw. Prerequiste: Shield


This shield gains the spiked (1d8) property. If it already
RENDCASTING UNDERLAY MK IV has the spiked property, the spiked damage increases
Item modification (armor), advanced
to d8.
While using this item as your focus, you gain a +3
bonus to the tech save DC of powers that require a STEADFAST REINFORCEMENT
Dexterity or Intelligence saving throw. Item modification (armor), standard

This armor or shield gains the steadfast property.


RESPONSIVE SHIELDING MK I
Item modification (armor), premium
UNDERLAY AMPLIFIER MK I
Prerequiste: Shield
Item modification (armor), standard

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.

RESPONSIVE SHIELDING MK II UNDERLAY AMPLIFIER MK II


Item modification (armor), advanced
Item modification (armor), premium

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

Prerequisite: Shield generator


While using this item as your focus, you gain a +1
You modify this shield generator to project outward. As
bonus to ranged tech attacks and a -1 penalty to melee
a bonus action you can amplify this shield until the tech attacks.
start of your next turn. Each creature within 5 feet of
you gains a bonus to AC equal to this shield's bonus. UNDERLAY RANGEFINDER MK II
You can use this feature twice. You regain all Item modification (armor), premium

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.

169 APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (ARMOR)


UNDERLAY RANGEFINDER MK III WITHERCASTING OVERLAY (NOVICE)
Item modification (armor), prototype
Item modification (armor), standard

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

Item modification (armor), advanced


While using this item as your focus, you gain a +1
Prerequiste: Shield
bonus to the tech save DC of powers that require a
This shield gains the versatile 2 property. If it already Wisdom or Charisma saving throw.
has the versatile property, its versatile number
increases by 2, to a maximum of 3. WITHERCASTING UNDERLAY MK III
Item modification (armor), prototype

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

While using this item as your focus, you gain a +3


VIIR AGATHYS'S ARMORING bonus to the tech save DC of powers that require a
Item modification (armor), prototype
Wisdom or Charisma saving throw.
Prerequisite: Armor

This armor has 3 charges. As an action, you can spend


1 or more charges to cast the voltaic shielding tech
power, 1 charge per level. All expended charges are
regained after you complete a long rest.
This armoring grants access to renowned engineer
Viir Agathys's signature tech power.

WEAPON INTEGRATION ARMORING


Item modification (armor), standard

Prerequisite: Armor

You can integrate a single weapon that weighs no more


than 8 lb. into this armor. While integrated, that
weapon gains the hidden property. Additionally, you
have advantage on Strength saving throws to avoid
being disarmed.
WITHERCASTING OVERLAY (ADEPT)
Item modification (armor), advanced

While using this item as your focus, you gain a +3


bonus to the force save DC of powers that require a
Wisdom or Charisma saving throw.
WITHERCASTING OVERLAY (APPRENTICE)
Item modification (armor), premium

While using this item as your focus, you gain a +1


bonus to the force save DC of powers that require a
Wisdom or Charisma saving throw.
WITHERCASTING OVERLAY (JOURNEYMAN)
Item modification (armor), prototype

While using this item as your focus, you gain a +2


bonus to the force save DC of powers that require a
Wisdom or Charisma saving throw.

APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (ARMOR) 170


ITEM MODIFICATIONS (AUGMENT)
Item Rarity Item Rarity
  Charisma Augment (Basic) Standard   Dexterity Augment (Exceptional) Legendary
  Constitution Augment (Basic) Standard   Intelligence Augment (Exceptional) Legendary
  Dexterity Augment (Basic) Standard   Strength Augment (Exceptional) Legendary
  Intelligence Augment (Basic) Standard   Wisdom Augment (Exceptional) Legendary
  Strength Augment (Basic) Standard   Charisma Augment (Champion) Artifact
  Wisdom Augment (Basic) Standard   Constitution Augment (Champion) Artifact
  Charisma Augment (Fine) Premium   Dexterity Augment (Champion) Artifact
  Constitution Augment (Fine) Premium   Intelligence Augment (Champion) Artifact
  Dexterity Augment (Fine) Premium   Strength Augment (Champion) Artifact
  Intelligence Augment (Fine) Premium   Wisdom Augment (Champion) Artifact
  Strength Augment (Fine) Premium
BERSERKER DEFENSIVE AUGMENT
  Wisdom Augment (Fine) Premium
Item modification (augment), prototype

  Berserker Defensive Augment Prototype Prerequisite: At least 3 levels in berserker

  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

Prerequisite: At least 3 levels in berserker

  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

  Engineer Offensive Augment Prototype


Your Charisma score increases by 1. One ability score
  Figher Defensive Augment Prototype other than Charisma (chosen by the GM) decreases by
  Figher Offensive Augment Prototype 1.
  Guardian Defensive Augment Prototype CHARISMA AUGMENT (CHAMPION)
  Guardian Offensive Augment Prototype Item modification (augment), artifact

Your Charisma score increases by 2, and your


  Intelligence Augment (Improved) Prototype
maximum for this score increases by 2.
  Monk Defensive Augment Prototype
CHARISMA AUGMENT (EXCEPTIONAL)
  Monk Offensive Augment Prototype Item modification (augment), legendary

  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

Your Charisma score increases by 1.


  Scout Defensive Augment Prototype
  Scout Offensive Augment Prototype
CHARISMA AUGMENT (IMPROVED)
Item modification (augment), prototype

  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 1. One ability


  Wisdom Augment (Superior) Advanced score other than Constitution (chosen by the GM)
  Charisma Augment (Exceptional) Legendary decreases by 1.
  Constitution Augment (Exceptional) Legendary

171 APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, ITEM (AUGMENTS)


CONSTITUTION AUGMENT (CHAMPION) ENGINEER DEFENSIVE AUGMENT
Item modification (augment), artifact
Item modification (augment), prototype

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

CONSTITUTION AUGMENT (FINE) Prerequisite: At least 3 levels in engineer

Item modification (augment), premium


When you use your Potent Aptitude feature, you can
Your Constitution score increases by 1. target an additional creature within 60 feet of you who
can hear you and grant them a Potent Aptitude die as
CONSTITUTION AUGMENT (IMPROVED)
Item modification (augment), prototype
well without expending an additional use.
Your Constitution score increases by 1, and your FIGHTER DEFENSIVE AUGMENT
maximum for this score increases by 1. One ability 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

CONSULAR DEFENSIVE AUGMENT Prerequisite: At least 3 levels in fighter

Item modification (augment), prototype


You learn an additional maneuver, and you gain one
Prerequisite: At least 3 levels in consular additional superiority die.
When you roll initiative and have no uses of your Force GUARDIAN DEFENSIVE AUGMENT
Shield left, you regain one use. Item modification (augment), prototype

CONSULAR OFFENSIVE AUGMENT Prerequisite: At least 3 levels in guardian

Item modification (augment), prototype


You learn an additional Guardian Aura option, and the
radius of your Guardian Auras increases by 5 feet.
Prerequisite: At least 3 levels in consular
You learn an additional Force-Empowered Casting GUARDIAN OFFENSIVE AUGMENT
option. Item modification (augment), prototype

DEXTERITY AUGMENT (BASIC) Prerequisite: At least 3 levels in guardian

Item modification (augment), standard


The damage die for your Focused Strike die and
Your Dexterity score increases by 1. One ability score Improved Force-Empowered Strikes features increases
other than Dexterity (chosen by the GM) decreases by by one step (from d8 to d10, or d10 to d12).
1. INTELLIGENCE AUGMENT (BASIC)
Item modification (augment), standard

DEXTERITY AUGMENT (CHAMPION)


Item modification (augment), artifact
Your Intelligence score increases by 1. One ability score
Your Dexterity score increases by 2, and your other than Intelligence (chosen by the GM) decreases
maximum for this score increases by 2. by 1.
INTELLIGENCE AUGMENT (CHAMPION)
DEXTERITY AUGMENT (EXCEPTIONAL)
Item modification (augment), legendary
Item modification (augment), artifact

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.

DEXTERITY AUGMENT (FINE) INTELLIGENCE AUGMENT (EXCEPTIONAL)


Item modification (augment), premium
Item modification (augment), legendary

Your Intelligence score increases by 2, and your


Your Dexterity score increases by 1.
maximum for this score increases by 1.
DEXTERITY AUGMENT (IMPROVED)
Item modification (augment), prototype
INTELLIGENCE AUGMENT (FINE)
Your Dexterity score increases by 1, and your Item modification (augment), premium

Your Intelligence score increases by 1.


maximum for this score increases by 1. One ability
score other than Dexterity (chosen by the GM) INTELLIGENCE AUGMENT (IMPROVED)
decreases by 1. Item modification (augment), prototype

DEXTERITY AUGMENT (SUPERIOR) Your Intelligence score increases by 1, and your


maximum for this score increases by 1. One ability
Item modification (augment), advanced

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.

APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, ITEM (AUGMENTS) 172


INTELLIGENCE AUGMENT (SUPERIOR) STRENGTH AUGMENT (CHAMPION)
Item modification (augment), advanced
Item modification (augment), artifact

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

Prerequisite: At least 3 levels in monk


Your Strength score increases by 2, and your maximum
You gain one Monastic Vow option. for this score increases by 1.
MONK OFFENSIVE AUGMENT STRENGTH AUGMENT (FINE)
Item modification (augment), prototype
Item modification (augment), premium

Prerequisite: At least 3 levels in monk


Your Strength score increases by 1.
When you roll a 1 on the damage roll for an unarmed
strike or monk weapon, you can reroll the die. You STRENGTH AUGMENT (IMPROVED)
must use the new roll. Item modification (augment), prototype

Your Strength score increases by 1, and your maximum


OPERATIVE DEFENSIVE AUGMENT for this score increases by 1. One ability score other
Item modification (augment), prototype
than Strength (chosen by the GM) decreases by 1.
Prerequisite: At least 3 levels in operative

You learn an additional Operative Exploit option. STRENGTH AUGMENT (SUPERIOR)


Item modification (augment), advanced

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

Your Wisdom score increases by 1. One ability score


SCHOLAR DEFENSIVE AUGMENT other than Wisdom (chosen by the GM) decreases by 1.
Item modification (augment), prototype

Prerequisite: At least 3 levels in scholar


WISDOM AUGMENT (CHAMPION)
You learn an additional discovery. When you complete Item modification (augment), artifact

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.

SCHOLAR OFFENSIVE AUGMENT WISDOM AUGMENT (EXCEPTIONAL)


Item modification (augment), prototype
Item modification (augment), legendary

Prerequisite: At least 3 levels in scholar


Your Wisdom score increases by 2, and your maximum
You learn an additional maneuver, and you gain one for this score increases by 1.
additional superiority die. WISDOM AUGMENT (FINE)
SCOUT DEFENSIVE AUGMENT Item modification (augment), premium

Item modification (augment), prototype


Your Wisdom score increases by 1.
Prerequisite: At least 3 levels in scout
You learn an WISDOM AUGMENT (IMPROVED)
additional Scout Routine option, and the radius of your Item modification (augment), prototype

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

Prerequisite: At least 3 levels in sentinel

You gain an additional manifestation use of your


Sentinel Ideals.
SENTINEL OFFENSIVE AUGMENT
Item modification (augment), prototype

Prerequisite: At least 3 levels in sentinel

You learn an additional Sentinel Ideal option.

STRENGTH AUGMENT (BASIC)


Item modification (augment), standard

Your Strength score increases by 1. One ability score


other than Strength (chosen by the GM) decreases by
1.

173 APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, ITEM (AUGMENTS)


ITEM MODIFICATIONS (BLASTER)
Item Rarity Item Rarity
  Accuracy Focus Mk I Standard   Withercasting Core (Fighting) Premium
  Amplifying Barrel (Basic) Standard   Accuracy Focus Mk III Prototype
  Collapsible Stock Standard   Amplifying Barrel (Improved) Prototype
  Corellian Crippler Matrix Standard   Disintegration Core Mk III Prototype
  Disguised Stock Standard   Expanded Magazine (Improved) Prototype
  Disintegration Core Standard   Fadecasting Core (Dueling) Prototype
  Expanded Magazine Standard   Harpoon Reel Attachment Prototype
  Fadecasting Core (Training) Standard   Precision Chamber Mk III Prototype
  Flashlight Attachment Standard   Quantum Splitter Mk I Prototype
  Focusing Scope Standard   Recoil Dampener (Improved) Prototype
  Maser Core Standard   Rendcasting Core (Dueling) Prototype
  Precision Chamber Mk I Standard   Rylith Power Core Prototype
  Recoil Dampener Standard   Semiauto Core Prototype
  Rendcasting Core (Training) Standard   Smart Interface (Improved) Prototype
  Siege Weapon Standard   Targeting Amplifier (Dueling) Prototype
  Silencer Standard   Targeting Rangefinder (Dueling) Prototype
  Smart Interface (Basic) Standard   Withercasting Core (Dueling) Prototype
  Targeting Amplifier (Training) Standard   Accuracy Focus Mk IV Advanced
  Targeting Rangefinder (Training) Standard   Amplifying Barrel (Superior) Advanced
  Withercasting Core (Training) Standard   Brutal Scope (Major) Advanced
  Wrist Mount Attachment Standard   Burst Core (Superior) Advanced
  Accuracy Focus Mk II Premium   Compensating Attachment Advanced
  Amplifying Barrel (Fine) Premium   Czerka Attenuating Pulsator Advanced
  Bayonet Premium   Dire Mastery Scope Advanced
  Brutal Scope Premium   Disintegration Core Mk IV Advanced
  Burst Core Premium   Expanded Magazine (Superior) Advanced
  Confounding Attachment Premium   Fadecasting Core (Mastery) Advanced
  Dire Fighting Scope Premium   Keen Core (Deadly) Advanced
  Disintegration Core Mk II Premium   Ostrine Splitter Mk I Advanced
  Disruption Core Premium   Penetrating Core (Superior) Advanced
  Expanded Magazine (Fine) Premium   Piercing Core (Deadly) Advanced
  Fadecasting Core (Fighting) Premium   Precision Chamber Mk IV Advanced
  Ion Amplifying Core Premium   Quantum Splitter Mk II Advanced
  Keen Core Premium   Rapid Core (Superior) Advanced
  Light Core Premium   Recoil Dampener (Superior) Advanced
  Mighty Core Premium   Rendcasting Core (Mastery) Advanced
  Penetrating Core Premium   Smart Interface (Superior) Advanced
  Piercing Core Premium   Targeting Amplifier (Mastery) Advanced
  Precision Chamber Mk II Premium   Targeting Rangefinder (Mastery) Advanced
  Rapid Core Premium   Vicious Mastery Core Advanced
  Recoil Dampener (Fine) Premium   Withercasting Core (Mastery) Advanced
  Rendcasting Core (Fighting) Premium   Aratech Recycler Core Mk II Legendary
  Smart Interface (Fine) Premium   Disintegration Core Mk V Legendary
  Targeting Amplifier (Fighting) Premium   Expanded Magazine (Exceptional) Legendary
  Targeting Rangefinder (Fighting) Premium   Ostrine Splitter Mk II Legendary
  Vicious Fighting Core Premium   Precision Chamber Mk V Legendary

APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (BLASTER) 174


Item Rarity ARATECH RECYCLER CORE MK II
  Quantum Splitter Mk III Legendary Item modification (blaster), legendary

Prerequisite: Burst property

  Recoil Dampener (Exceptional) Legendary


When you use the burst feature of this weapon, you
  Smart Interface (Exceptional) Legendary can choose to include up to 2 additional creatures
  Burst Core (Champion) Artifact within 5 feet of any affected space to also be affected
the burst, if they were not already.
  Brutal Scope (Lethal) Artifact Once per turn, when you deal damage with this
  Dire Ascendancy Scope Artifact weapon, your walking speed increases by 10 feet until
  Disintegration Core Mk VI Artifact
the start of your next turn, and the damaged creature
can't make opportunity attacks against you for the rest
  Expanded Magazine (Champion) Artifact of your turn.
  Keen Core (Devastating) Artifact
BAYONET
  Multispectral Optics (Champion) Artifact Item modification (blaster), premium

  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

This weapon gains the brutal 1 property. If it already


  Recoil Dampener (Champion) Artifact
has the brutal property, its brutal number increases by
  Smart Interface (Champion) Artifact 1, to a maximum of 3.
  Vicious Ascendancy Core Artifact BRUTAL SCOPE (DEVASTATING)
Item modification (blaster), artifact

ACCURACY FOCUS MK I This weapon gains the brutal 3 property. If it already


Item modification (blaster), standard
has the brutal property, its brutal number increases to
You gain a +1 bonus to attack rolls and a -1 penalty to 3.
damage rolls made with this weapon.
BRUTAL SCOPE (DEADLY)
ACCURACY FOCUS MK II Item modification (blaster), advanced

Item modification (blaster), premium


This weapon gains the brutal 2 property. If it already
You gain a +1 bonus to attack rolls made with this has the brutal property, its brutal number increases by
weapon. 2, to a maximum of 3.
ACCURACY FOCUS MK III BURST CORE
Item modification (blaster), prototype
Item modification (blaster), premium

You gain a +2 bonus to attack rolls made with this Prerequisite: Blaster that uses cells or cartridges

weapon. This weapon gains the burst property, with a burst


number equal to its reload number, minimum of 2. If it
ACCURACY FOCUS MK IV
Item modification (blaster), advanced
already has the burst property, the burst number is
reduced to one-half its reload number (rounded up), to
You gain a +3 bonus to attack rolls made with this
weapon. a minimum of 2.
BURST CORE (CHAMPION)
AMPLIFYING BARREL (BASIC)
Item modification (blaster), standard
Item modification (blaster), artifact

Prerequisite: Blaster that uses cells or cartridges

You gain a +1 bonus to damage rolls and a -1 penalty


to attack rolls made with this weapon. This weapon gains the burst property, with a burst
number equal to one-fourth its reload number
AMPLIFYING BARREL (FINE) (rounded up), to a minimum of 2. If it already has the
Item modification (blaster), premium
burst property, the burst number is reduced to one-
You gain a +1 bonus to damage rolls made with this eighth its reload number (rounded up), to a minimum
weapon. of 2.

AMPLIFYING BARREL (IMPROVED) BURST CORE (SUPERIOR)


Item modification (blaster), prototype
Item modification (blaster), advanced

You gain a +2 bonus to damage rolls made with this Prerequisite: Blaster that uses cells or cartridges

weapon. This weapon gains the burst property, with a burst


number equal to one-half its reload number (rounded
AMPLIFYING BARREL (SUPERIOR) up), to a minimum of 2. If it already has the burst
Item modification (blaster), advanced
property, the burst number is reduced to one-fourth its
You gain a +3 bonus to damage rolls made with this reload number (rounded up), to a minimum of 2.
weapon.

175 APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (BLASTER)


COLLAPSIBLE STOCK DISINTEGRATION CORE MK V
Item modification (blaster), standard
Item modification (blaster), legendary

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

This weapon loses the two-handed property. DISINTEGRATION CORE MK VI


Item modification (blaster), artifact

CORELLIAN CRIPPLER MATRIX This weapon gains the disintegrate 18 property. If it


Item modification (blaster), standard
already has the disintegrate property, its disintegrate
Once per round, when you hit a creature with a ranged number increases to 18.
attack using this weapon, its speed is reduced by 5 feet
until the end of its next turn. DISRUPTION CORE
Item modification (blaster), premium

CZERKA ATTENUATING PULSATOR This weapon gains the disruptive property.


Item modification (blaster), advanced

Prerequisite: The ability to cast tech powers


EXPANDED MAGAZINE
When you score a critical hit or reduce a creature to 0 Item modification (blaster), standard

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

This weapon gains the disguised property. EXPANDED MAGAZINE (IMPROVED)


Item modification (blaster), prototype

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

Item modification (blaster), premium


Once on each of your turns, you can reload this
This weapon gains the disintegrate 14 property. If it weapon once without using an action. You can use this
already has the disintegrate property, its disintegrate feature four times. You regain all expended uses when
number increases by 2, to a maximum of 18. you reload the weapon with an action.
DISINTEGRATION CORE MK III FADECASTING CORE (DUELING)
Item modification (blaster), prototype
Item modification (blaster), prototype

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

This weapon gains the disintegrate 16 property. If it


already has the disintegrate property, its disintegrate
number increases by 4, to a maximum of 18.

APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (BLASTER) 176


FADECASTING CORE (FIGHTING) KEEN CORE (DEADLY)
Item modification (blaster), premium
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

Item modification (blaster), standard


This weapon gains the light property.
While using this item as your focus, you gain a +1
bonus to the tech save DC of powers that require a MASER CORE
Strength or Constitution saving throw and a -1 penalty Item modification (blaster), standard

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

You affix a targeted light to this weapon. As a bonus MIGHTY CORE


action, you can toggle the light on or off. While on, this Item modification (blaster), premium

weapon sheds bright light in a 60-foot cone. Prerequisite: Lacks strength property

This weapon gains the mighty property.


FOCUSING SCOPE
Item modification (blaster), standard
MULTISPECTRAL OPTICS (CHAMPION)
The simple scope allows you to use a bonus action to Item modification (blaster), artifact

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

You install a secondary firemode that launches a OSTRINE SPLITTER MK I


harpoon attached to a tightly coiled cord. With this Item modification (blaster), advanced

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

Prerequisite: Ion damage


This weapon gains the piercing 1 property. If it already
This weapon ignores resistance to ion damage. has the piercing property, its piercing number
increases by 1, to a maximum of 3.
KEEN CORE
Item modification (blaster), premium
PIERCING CORE (DEADLY)
This weapon gains the keen 1 property. If it already has Item modification (blaster), advanced

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.

177 APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (BLASTER)


PIERCING CORE (DEVASTATING) RAPID CORE (SUPERIOR)
Item modification (blaster), artifact
Item modification (blaster), advanced

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

This weapon's range increases by 40/160. RECOIL DAMPENER


Item modification (blaster), standard

PRECISION CHAMBER MK V This weapon's strength number is reduced by one step


Item modification (blaster), legendary
(from 21 to 19, 19 to 17, 17 to 15, 15 to 13, or 13 to 11).
This weapon's range increases by 50/200. If the strength number is 11, this modification removes
the strength property from it entirely.
PRECISION CHAMBER MK VI
Item modification (blaster), artifact
RECOIL DAMPENER (CHAMPION)
This weapon's range increases by 60/240. Item modification (blaster), artifact

This weapon loses the strength property.


QUANTUM SPLITTER MK I
Item modification (blaster), prototype
RECOIL DAMPENER (EXCEPTIONAL)
When you deal damage with this weapon, you can roll Item modification (blaster), legendary

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

QUANTUM SPLITTER MK III This weapon's strength number is reduced by two


Item modification (blaster), legendary
steps (from 21 to 17, 19 to 15, 17 to 13, or 15 to 11). If
When you deal damage with this weapon, you can roll the strength number is 13 or lower, this modification
a d8 and add the result to the total. removes the strength property from it entirely.
QUANTUM SPLITTER MK IV RECOIL DAMPENER (IMPROVED)
Item modification (blaster), artifact
Item modification (blaster), prototype

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

Prerequisite: Blaster that uses cells or cartridges


RECOIL DAMPENER (SUPERIOR)
This weapon gains the rapid property, with a rapid Item modification (blaster), advanced

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

Prerequisite: Blaster that uses cells or cartridges


While using this item as your focus, you gain a +2
This weapon gains the rapid property, with a rapid bonus to the tech save DC of powers that require a
number equal to one-eighth its reload number Dexterity or Intelligence saving throw.
(rounded up), to a minimum of 2. If it already has the
rapid property, the rapid number is reduced to one-
sixteenth its reload number (rounded up), to a
minimum of 2.

APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (BLASTER) 178


RENDCASTING CORE (FIGHTING) SMART INTERFACE (SUPERIOR)
Item modification (blaster), premium
Item modification (blaster), advanced

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.

RENDCASTING CORE (TRAINING) TARGETING AMPLIFIER (FIGHTING)


Item modification (blaster), standard
Item modification (blaster), premium

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

While using this item as your focus, you gain a +3


SEMIAUTO CORE bonus to melee tech attacks.
Item modification (blaster), prototype

Prerequisite: Auto property


TARGETING AMPLIFIER (TRAINING)
This weapon loses the auto property. Item modification (blaster), standard

While using this item as your focus, you gain a +1


SILENCER bonus to melee tech attacks and a -1 penalty to ranged
Item modification (blaster), standard
tech attacks.
This weapon gains the silent property.
TARGETING RANGEFINDER (DUELING)
SIEGE WEAPON Item modification (blaster), prototype

Item modification (blaster), standard


While using this item as your focus, you gain a +2
You modify this weapon to be more effective against bonus to ranged tech attacks.
barriers. The weapon deals double damage against
structures. TARGETING RANGEFINDER (FIGHTING)
Item modification (blaster), premium

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.

SMART INTERFACE (FINE) VICIOUS FIGHTING CORE


Item modification (blaster), premium
Item modification (blaster), premium

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

Item modification (blaster), prototype


This weapon gains the vicious 2 property. If it already
This weapon gains the smart (17, +3) property. If it has the vicious property, its vicious number increases
already has the smart property, its smart numbers by 2, to a maximum of 3.
increase by +3 and +2, respectively, to a maximum of
20 and +6.

179 APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (BLASTER)


WITHERCASTING CORE (DUELING)
Item modification (blaster), prototype

While using this item as your focus, you gain a +2


bonus to the tech save DC of powers that require a
Wisdom or Charisma saving throw.
WITHERCASTING CORE (FIGHTING)
Item modification (blaster), premium

While using this item as your focus, you gain a +1


bonus to the tech save DC of powers that require a
Wisdom or Charisma saving throw.

WITHERCASTING CORE (MASTERY)


Item modification (blaster), advanced

While using this item as your focus, you gain a +3


bonus to the tech save DC of powers that require a
Wisdom or Charisma saving throw.
WITHERCASTING CORE (TRAINING)
Item modification (blaster), standard

While using this item as your focus, you gain a +1


bonus to the tech save DC of powers that require a
Wisdom or Charisma saving throw and a -1 penalty to
the tech save DC of powers that require a Strength or
Constitution saving throw.
WRIST MOUNT ATTACHMENT
Item modification (blaster), standard

This weapon gains the fixed property.

APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (BLASTER) 180


ITEM MODIFICATIONS (CLOTHING)
Item Rarity Item Rarity
  Ace Pilot's Pattern (Basic) Standard   Loremaster's Pattern (Fine) Premium
  Acrobat's Pattern (Basic) Standard   Medic's Pattern (Fine) Premium
  Animal Handler's Pattern (Basic) Standard   Naturalist's Pattern (Fine) Premium
  Brawny Pattern (Basic) Standard   Perceptive Pattern (Fine) Premium
  Charisma Weave (Basic) Standard   Performer's Pattern (Fine) Premium
  Charmer's Pattern (Basic) Standard   Quick-Fingered Pattern (Fine) Premium
  Clandestine Stitching (Basic) Standard   Rendcasting Inlay (Apprentice) Premium
  Empathic Pattern (Basic) Standard   Rendcasting Stitching Mk II Premium
  Fadecasting Inlay (Novice) Standard   Silver-Tongued Pattern (Fine) Premium
  Fadecasting Stitching Mk I Standard   Stealthy Pattern (Fine) Premium
  Inlay Amplifier (Novice) Standard   Stitching Amplifier Mk II Premium
  Inlay Rangefinder (Novice) Standard   Stitching Rangefinder Mk II Premium
  Intelligence Weave (Basic) Standard   Survivalist's Pattern (Fine) Premium
  Investigator's Pattern (Basic) Standard   Techie's Pattern (Fine) Premium
  Loremaster's Pattern (Basic) Standard   Threatening Pattern (Fine) Premium
  Medic's Pattern (Basic) Standard   Wisdom Weave (Fine) Premium
  Naturalist's Pattern (Basic) Standard   Withercasting Inlay (Apprentice) Premium
  Perceptive Pattern (Basic) Standard   Withercasting Stitching Mk II Premium
  Performer's Pattern (Basic) Standard   Ace Pilot's Pattern (Favored) Prototype
  Quick-Fingered Pattern (Basic) Standard   Acrobat's Pattern (Favored) Prototype
  Rendcasting Inlay (Novice) Standard   Animal Handler's Pattern (Favored) Prototype
  Rendcasting Stitching Mk I Standard   Brawny Pattern (Favored) Prototype
  Silver-Tongued Pattern (Basic) Standard   Charisma Weave (Improved) Prototype
  Stealthy Pattern (Basic) Standard   Charmer's Pattern (Favored) Prototype
  Stitching Amplifier Mk I Standard   Clandestine Stitching (Improved) Prototype
  Stitching Rangefinder Mk I Standard   Empathic Pattern (Favored) Prototype
  Strength Weave (Basic) Standard   Fadecasting Inlay (Journeyman) Prototype
  Survivalist's Pattern (Basic) Standard   Fadecasting Stitching Mk III Prototype
  Techie's Pattern (Basic) Standard   Inlay Amplifier (Journeyman) Prototype
  Threatening Pattern (Basic) Standard   Inlay Rangefinder (Journeyman) Prototype
  Withercasting Inlay (Novice) Standard   Intelligence Weave (Improved) Prototype
  Withercasting Stitching Mk I Standard   Investigator's Pattern (Favored) Prototype
  Ace Pilot's Pattern (Fine) Premium   Loremaster's Pattern (Favored) Prototype
  Acrobat's Pattern (Fine) Premium   Medic's Pattern (Favored) Prototype
  Animal Handler's Pattern (Fine) Premium   Naturalist's Pattern (Favored) Prototype
  Brawny Pattern (Fine) Premium   Perceptive Pattern (Favored) Prototype
  Charmer's Pattern (Fine) Premium   Performer's Pattern (Favored) Prototype
  Clandestine Stitching (Fine) Premium   Quick-Fingered Pattern (Favored) Prototype
  Constitution Weave (Fine) Premium   Rendcasting Inlay (Journeyman) Prototype
  Dexterity Weave (Fine) Premium   Rendcasting Stitching Mk III Prototype
  Empathic Pattern (Fine) Premium   Silver-Tongued Pattern (Favored) Prototype
  Fadecasting Inlay (Apprentice) Premium   Stealthy Pattern (Favored) Prototype
  Fadecasting Stitching Mk II Premium   Stitching Amplifier Mk III Prototype
  Inlay Amplifier (Apprentice) Premium   Stitching Rangefinder Mk III Prototype
  Inlay Rangefinder (Apprentice) Premium   Strength Weave (Improved) Prototype
  Investigator's Pattern (Fine) Premium   Survivalist's Pattern (Favored) Prototype

181 APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (CLOTHING)


Item Rarity Item Rarity
  Techie's Pattern (Favored) Prototype   Medic's Pattern (Elite) Legendary
  Threatening Pattern (Favored) Prototype   Naturalist's Pattern (Elite) Legendary
  Withercasting Inlay (Journeyman) Prototype   Perceptive Pattern (Elite) Legendary
  Withercasting Stitching Mk III Prototype   Performer's Pattern (Elite) Legendary
  Ace Pilot's Pattern (Choice) Advanced   Quick-Fingered Pattern (Elite) Legendary
  Acrobat's Pattern (Choice) Advanced   Silver-Tongued Pattern (Elite) Legendary
  Animal Handler's Pattern (Choice) Advanced   Stealthy Pattern (Elite) Legendary
  Brawny Pattern (Choice) Advanced   Strength Weave (Exceptional) Legendary
  Charmer's Pattern (Choice) Advanced   Survivalist's Pattern (Elite) Legendary
  Clandestine Stitching (Superior) Advanced   Techie's Pattern (Elite) Legendary
  Constitution Weave (Superior) Advanced   Threatening Pattern (Elite) Legendary
  Dexterity Weave (Superior) Advanced   Ace Pilot's Pattern (Exquisite) Artifact
  Empathic Pattern (Choice) Advanced   Acrobat's Pattern (Exquisite) Artifact
  Fadecasting Inlay (Adept) Advanced   Animal Handler's Pattern (Exquisite) Artifact
  Fadecasting Stitching Mk IV Advanced   Brawny (Exquisite) Artifact
  Inlay Amplifier (Adept) Advanced   Charmer's Pattern (Exquisite) Artifact
  Inlay Rangefinder (Adept) Advanced   Clandestine Stitching (Champion) Artifact
  Investigator's Pattern (Choice) Advanced   Constitution Weave (Champion) Artifact
  Loremaster's Pattern (Choice) Advanced   Dexterity Weave (Champion) Artifact
  Medic's Pattern (Choice) Advanced   Empathic Pattern (Exquisite) Artifact
  Naturalist's Pattern (Choice) Advanced   Investigator's Pattern (Exquisite) Artifact
  Perceptive Pattern (Choice) Advanced   Loremaster's Pattern (Exquisite) Artifact
  Performer's Pattern (Choice) Advanced   Medic's Pattern (Exquisite) Artifact
  Quick-Fingered Pattern (Choice) Advanced   Naturalist's Pattern (Exquisite) Artifact
  Rendcasting Inlay (Adept) Advanced   Perceptive Pattern (Exquisite) Artifact
  Rendcasting Stitching Mk IV Advanced   Performer's Pattern (Exquisite) Artifact
  Silver-Tongued Pattern (Choice) Advanced   Quick-Fingered Pattern (Exquisite) Artifact
  Stealthy Pattern (Choice) Advanced   Silver-Tongued Pattern (Exquisite) Artifact
  Stitching Amplifier Mk IV Advanced   Stealthy Pattern (Exquisite) Artifact
  Stitching Rangefinder Mk IV Advanced   Survivalist's Pattern (Exquisite) Artifact
  Survivalist's Pattern (Choice) Advanced   Techie's Pattern (Exquisite) Artifact
  Techie's Pattern (Choice) Advanced   Threatening Pattern (Exquisite) Artifact
  Threatening Pattern (Choice) Advanced   Wisdom Weave (Champion) Artifact
  Wisdom Weave (Superior) Advanced
ACE PILOT'S PATTERN (BASIC)
  Withercasting Stitching Mk IV Advanced Item modification (clothing), standard

  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

Your level of proficiency in Piloting increases by four


  Charmer's Pattern (Elite) Legendary
steps (to mastery, from trained to high mastery, or
  Clandestine Stitching (Exceptional) Legendary from proficient to grand mastery).
  Empathic Pattern (Elite) Legendary
ACE PILOT'S PATTERN (ELITE)
  Intelligence Weave (Exceptional) Legendary Item modification (clothing), legendary

  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).

APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (CLOTHING) 182


ACE PILOT'S PATTERN (EXQUISITE) ANIMAL HANDLER'S PATTERN (CHOICE)
Item modification (clothing), artifact
Item modification (clothing), advanced

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

ACROBAT'S PATTERN (BASIC) Your level of proficiency in Animal Handling increases


Item modification (clothing), standard
by three steps (to expertise, from trained to mastery,
Your level of proficiency in Acrobatics increases by one from proficient to high mastery, or from expertise to
step (to trained, from trained to proficient, from grand mastery).
proficient to expertise, from expertise to mastery, from
mastery to high mastery, or from high mastery to ANIMAL HANDLER'S PATTERN (FINE)
grand mastery). Item modification (clothing), premium

Your level of proficiency in Animal Handling increases


ACROBAT'S PATTERN (CHOICE) by two steps (to proficient, from trained to expertise,
Item modification (clothing), advanced
from proficient to mastery, from expertise to high
Your level of proficiency in Acrobatics increases by four mastery, or from mastery to grand mastery).
steps (to mastery, from trained to high mastery, or
from proficient to grand mastery). BRAWNY PATTERN (BASIC)
Item modification (clothing), standard

ACROBAT'S PATTERN (ELITE) Your level of proficiency in Athletics increases by one


Item modification (clothing), legendary
step (to trained, from trained to proficient, from
Your level of proficiency in Acrobatics increases by five proficient to expertise, from expertise to mastery, from
steps (to high mastery or from trained to grand mastery to high mastery, or from high mastery to
mastery). grand mastery).
ACROBAT'S PATTERN (EXQUISITE) BRAWNY PATTERN (CHOICE)
Item modification (clothing), artifact
Item modification (clothing), advanced

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

Your level of proficiency in Acrobatics increases by BRAWNY PATTERN (ELITE)


three steps (to expertise, from trained to mastery, Item modification (clothing), legendary

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 Athletics increases by two


steps (to proficient, from trained to expertise, from
proficient to mastery, from expertise to high mastery,
or from mastery to grand mastery).

183 APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (CLOTHING)


CHARISMA WEAVE (BASIC) CLANDESTINE STITCHING (CHAMPION)
Item modification (clothing), standard
Item modification (clothing), artifact

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

This article of clothing come with two hidden pockets,


CHARISMA WEAVE (IMPROVED) each of which can store up to 1 lb. Finding these
Item modification (clothing), prototype
hidden pockets requires a DC 18 Investigation check.
Your level of proficiency in Charisma saving throws
increases by two steps (to proficient, from trained to CLANDESTINE STITCHING (IMPROVED)
expertise, from proficient to mastery, from expertise to Item modification (clothing), prototype

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

Your level of proficiency in Persuasion increases by one CLANDESTINE STITCHING (SUPERIOR)


step (to trained, from trained to proficient, from Item modification (clothing), advanced

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.

CHARMER'S PATTERN (CHOICE) CONSTITUTION WEAVE (CHAMPION)


Item modification (clothing), advanced
Item modification (clothing), artifact

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

Item modification (clothing), prototype


Your level of proficiency in Constitution saving throws
Your level of proficiency in Persuasion increases by increases by two steps (to proficient, from trained to
three steps (to expertise, from trained to mastery, expertise, from proficient to mastery, from expertise to
from proficient to high mastery, or from expertise to high mastery, or from mastery to grand mastery).
grand mastery).
DEXTERITY WEAVE (CHAMPION)
CHARMER'S PATTERN (FINE) Item modification (clothing), artifact

Item modification (clothing), premium


Your level of proficiency in Dexterity saving throws
Your level of proficiency in Persuasion increases by two increases by three steps (to expertise, from trained to
steps (to proficient, from trained to expertise, from mastery, from proficient to high mastery, or from
proficient to mastery, from expertise to high mastery, expertise to grand mastery).
or from mastery to grand mastery).
DEXTERITY WEAVE (FINE)
CLANDESTINE STITCHING (BASIC) Item modification (clothing), premium

Item modification (clothing), standard


Your level of proficiency in Dexterity saving throws
This article of clothing come with one hidden pocket, increases by one step (to trained, from trained to
which can store up to 1 lb. Finding this hidden pocket proficient, from proficient to expertise, from expertise
requires a DC 15 Investigation check. to mastery, from mastery to high mastery, or from high
mastery to grand mastery).

APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (CLOTHING) 184


DEXTERITY WEAVE (SUPERIOR) FADECASTING INLAY (NOVICE)
Item modification (clothing), advanced
Item modification (clothing), standard

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

While using this item as your focus, you gain a +3


EMPATHIC PATTERN (FAVORED) bonus to the tech save DC of powers that require a
Item modification (clothing), prototype
Strength or Constitution saving throw.
Your level of proficiency in Insight increases by three
steps (to expertise, from trained to mastery, from INLAY AMPLIFIER (ADEPT)
proficient to high mastery, or from expertise to grand Item modification (clothing), advanced

mastery). While using this item as your focus, you gain a +3


bonus to melee force attacks.
EMPATHIC PATTERN (FINE)
Item modification (clothing), premium
INLAY AMPLIFIER (APPRENTICE)
Your level of proficiency in Insight increases by two Item modification (clothing), premium

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

Item modification (clothing), advanced


While using this item as your focus, you gain a +2
While using this item as your focus, you gain a +3 bonus to melee force attacks.
bonus to the force save DC of powers that require a
Strength or Constitution saving throw. INLAY AMPLIFIER (NOVICE)
Item modification (clothing), standard

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


bonus to ranged force attacks.
INLAY RANGEFINDER (JOURNEYMAN)
Item modification (clothing), prototype

While using this item as your focus, you gain a +2


bonus to ranged force attacks.

185 APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (CLOTHING)


INLAY RANGEFINDER (NOVICE) LOREMASTER'S 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 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

Your level of proficiency in Intelligence saving throws LOREMASTER'S PATTERN (CHOICE)


increases by one step (to trained, from trained to Item modification (clothing), advanced

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

INTELLIGENCE WEAVE (IMPROVED) You gain grand mastery in Lore.


Item modification (clothing), prototype

Your level of proficiency in Intelligence saving throws LOREMASTER'S PATTERN (FAVORED)


increases by two steps (to proficient, from trained to Item modification (clothing), prototype

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

Your level of proficiency in Investigation increases by LOREMASTER'S PATTERN (FINE)


one step (to trained, from trained to proficient, from Item modification (clothing), premium

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

Your level of proficiency in Medicine increases by four


INVESTIGATOR'S PATTERN (EXQUISITE) steps (to mastery, from trained to high mastery, or
Item modification (clothing), artifact
from proficient to grand mastery).
You gain grand mastery in Investigation.
MEDIC'S PATTERN (ELITE)
INVESTIGATOR'S PATTERN (FAVORED) Item modification (clothing), legendary

Item modification (clothing), prototype


Your level of proficiency in Medicine increases by five
Your level of proficiency in Investigation increases by steps (to high mastery or from trained to grand
three steps (to expertise, from trained to mastery, mastery).
from proficient to high mastery, or from expertise to
grand mastery). MEDIC'S PATTERN (EXQUISITE)
Item modification (clothing), artifact

INVESTIGATOR'S PATTERN (FINE) You gain grand mastery in Medicine.


Item modification (clothing), premium

Your level of proficiency in Investigation increases by MEDIC'S PATTERN (FAVORED)


two steps (to proficient, from trained to expertise, from Item modification (clothing), prototype

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).

APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (CLOTHING) 186


MEDIC'S PATTERN (FINE) PERCEPTIVE PATTERN (FAVORED)
Item modification (clothing), premium
Item modification (clothing), prototype

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).

NATURALIST'S PATTERN (BASIC) PERCEPTIVE PATTERN (FINE)


Item modification (clothing), standard
Item modification (clothing), premium

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

Item modification (clothing), advanced


Your level of proficiency in Performance increases by
Your level of proficiency in Nature increases by four one step (to trained, from trained to proficient, from
steps (to mastery, from trained to high mastery, or proficient to expertise, from expertise to mastery, from
from proficient to grand mastery). mastery to high mastery, or from high mastery to
grand mastery).
NATURALIST'S PATTERN (ELITE)
Item modification (clothing), legendary
PERFORMER'S PATTERN (CHOICE)
Your level of proficiency in Nature increases by five Item modification (clothing), advanced

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 Performance increases by


NATURALIST'S PATTERN (FAVORED) five steps (to high mastery or from trained to grand
Item modification (clothing), prototype
mastery).
Your level of proficiency in Nature increases by three
steps (to expertise, from trained to mastery, from PERFORMER'S PATTERN (EXQUISITE)
proficient to high mastery, or from expertise to grand Item modification (clothing), artifact

mastery). You gain grand mastery in Performance.


NATURALIST'S PATTERN (FINE) PERFORMER'S PATTERN (FAVORED)
Item modification (clothing), premium
Item modification (clothing), prototype

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

Item modification (clothing), advanced


Your level of proficiency in Sleight of Hand increases by
Your level of proficiency in Perception increases by one step (to trained, from trained to proficient, from
four steps (to mastery, from trained to high mastery, or proficient to expertise, from expertise to mastery, from
from proficient to grand mastery). mastery to high mastery, or from high mastery to
grand mastery).
PERCEPTIVE PATTERN (ELITE)
Item modification (clothing), legendary
QUICK-FINGERED PATTERN (CHOICE)
Your level of proficiency in Perception increases by five Item modification (clothing), advanced

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

You gain grand mastery in Perception.

187 APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (CLOTHING)


QUICK-FINGERED PATTERN (ELITE) RENDCASTING STITCHING MK III
Item modification (clothing), legendary
Item modification (clothing), prototype

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

Your level of proficiency in Sleight of Hand increases by SILVER-TONGUED PATTERN (BASIC)


three steps (to expertise, from trained to mastery, Item modification (clothing), standard

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

Dexterity or Intelligence saving throw. You gain grand mastery in Deception.


RENDCASTING INLAY (JOURNEYMAN) SILVER-TONGUED PATTERN (FAVORED)
Item modification (clothing), prototype
Item modification (clothing), prototype

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).

APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (CLOTHING) 188


STEALTHY PATTERN (ELITE) STRENGTH WEAVE (BASIC)
Item modification (clothing), legendary
Item modification (clothing), standard

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

You gain grand mastery in Stealth. STRENGTH WEAVE (EXCEPTIONAL)


Item modification (clothing), legendary

STEALTHY PATTERN (FAVORED) Your level of proficiency in Strength saving throws


Item modification (clothing), prototype
increases by three steps (to expertise, from trained to
Your level of proficiency in Stealth increases by three mastery, from proficient to high mastery, or from
steps (to expertise, from trained to mastery, from expertise to grand mastery).
proficient to high mastery, or from expertise to grand
mastery). STRENGTH WEAVE (IMPROVED)
Item modification (clothing), prototype

STEALTHY PATTERN (FINE) Your level of proficiency in Strength saving throws


Item modification (clothing), premium
increases by two steps (to proficient, from trained to
Your level of proficiency in Stealth increases by two expertise, from proficient to mastery, from expertise to
steps (to proficient, from trained to expertise, from high mastery, or from mastery to grand mastery).
proficient to mastery, from expertise to high mastery,
or from mastery to grand mastery). SURVIVALIST'S PATTERN (BASIC)
Item modification (clothing), standard

STITCHING AMPLIFIER MK I Your level of proficiency in Survival 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 melee tech attacks and a -1 penalty to ranged mastery to high mastery, or from high mastery to
tech attacks. grand mastery).
STITCHING AMPLIFIER MK II SURVIVALIST'S 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 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

STITCHING RANGEFINDER MK I You gain grand mastery in Survival.


Item modification (clothing), standard
SURVIVALIST'S PATTERN (FAVORED)
While using this item as your focus, you gain a +1 Item modification (clothing), prototype

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

Your level of proficiency in Survival increases by two


STITCHING RANGEFINDER MK III
Item modification (clothing), prototype
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,
or from mastery to grand mastery).
bonus to ranged tech attacks.
STITCHING RANGEFINDER MK IV TECHIE'S PATTERN (BASIC)
Item modification (clothing), advanced
Item modification (clothing), standard

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).

189 APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (CLOTHING)


TECHIE'S PATTERN (CHOICE) WISDOM WEAVE (CHAMPION)
Item modification (clothing), advanced
Item modification (clothing), artifact

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

Item modification (clothing), prototype


Your level of proficiency in Wisdom saving throws
Your level of proficiency in Technology increases by increases by two steps (to proficient, from trained to
three steps (to expertise, from trained to mastery, expertise, from proficient to mastery, from expertise to
from proficient to high mastery, or from expertise to high mastery, or from mastery to grand mastery).
grand mastery).
WITHERCASTING INLAY (ADEPT)
TECHIE'S PATTERN (FINE) Item modification (clothing), advanced

Item modification (clothing), premium


While using this item as your focus, you gain a +3
Your level of proficiency in Technology increases by bonus to the force save DC of powers that require a
two steps (to proficient, from trained to expertise, from Wisdom or Charisma saving throw.
proficient to mastery, from expertise to high mastery,
or from mastery to grand mastery). WITHERCASTING INLAY (APPRENTICE)
Item modification (clothing), premium

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

Your level of proficiency in Intimidation increases by WITHERCASTING INLAY (NOVICE)


four steps (to mastery, from trained to high mastery, or Item modification (clothing), standard

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.

APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (CLOTHING) 190


WITHERCASTING STITCHING MK IV
Item modification (clothing), advanced

While using this item as your focus, you gain a +3


bonus to the tech save DC of powers that require a
Wisdom or Charisma saving throw.

191 APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (CLOTHING)


ITEM MODIFICATIONS (FOCUS GENERATOR)
Item Rarity Item Rarity
  Absorbing Conductor (Novice) Standard   T-Cycle Reinforcer (Improved) Premium
  Accessing Cycler (Cracked) Standard   Withercasting Channel (Fighting) Premium
  Bolstering Channel (Novice) Standard   Withering Channel (Fighting) Premium
  Channeling Amplifier (Training) Standard   Absorbing Conductor (Journeyman) Prototype
  Channeling Rangefinder (Training) Standard   Accessing Cycler (Flawed) Prototype
  Constitution Emitter (Basic) Standard   Bolstering Channel (Journeyman) Prototype
  Dispelling Emitter (Basic) Standard   Channeling Amplifier (Dueling) Prototype
  Duplexed Extender Channel Standard   Channeling Rangefinder (Dueling) Prototype
  Elongating Emitter (Novice) Standard   Constitution Emitter (Improved) Prototype
  Enlarging Channel (Cracked) Standard   Dispelling Emitter (Improved) Prototype
  Expanding Conductor (Basic) Standard   Elongating Emitter (Journeyman) Prototype
  Extending Cycler (Basic) Standard   Enlarging Channel (Flawed) Prototype
  Fadecasting Channel (Training) Standard   Expanding Conductor (Improved) Prototype
  Focused Conductor Standard   Extending Cycler (Improved) Prototype
  Increasing Cycler (Novice) Standard   Fadecasting Channel (Dueling) Prototype
  Inflating Conductor (Cracked) Standard   Forged Ferricite Dueling Channel Prototype
  Mitigating Channel (Novice) Standard   Increasing Cycler (Journeyman) Prototype
  Rendcasting Channel (Training) Standard   Inflating Conductor (Flawed) Prototype
  Repelling Cycler (Cracked) Standard   Mitigating Channel (Journeyman) Prototype
  Storing Emitter (Basic) Standard   Phobium Echoer (Improved) Prototype
  T-Cycle Reinforcer (Basic) Standard   Rendcasting Channel (Dueling) Prototype
  Withercasting Channel (Training) Standard   Repelling Cycler (Flawed) Prototype
  Absorbing Conductor (Apprentice) Premium   Storing Emitter (Improved) Prototype
  Accessing Cycler (Chipped) Premium   Withercasting Channel (Dueling) Prototype
  Amplifying Channel (Fighting) Premium   Absorbing Conductor (Adept) Advanced
  Bolstering Channel (Apprentice) Premium   Accessing Cycler (Regular) Advanced
  Channeling Amplifier (Fighting) Premium   Amplifying Channel (Mastery) Advanced
  Channeling Rangefinder (Fighting) Premium   Bolstering Channel (Adept) Advanced
  Constitution Emitter (Fine) Premium   Channeling Amplifier (Mastery) Advanced
  Dispelling Emitter (Fine) Premium   Channeling Rangefinder (Mastery) Advanced
  Duplexed Extender Channel (Fine) Premium   Constitution Emitter (Superior) Advanced
  Elongating Emitter (Apprentice) Premium   Dispelling Emitter (Superior) Advanced
  Enlarging Channel (Chipped) Premium   Elongating Emitter (Adept) Advanced
  Expanding Conductor (Fine) Premium   Enlarging Channel (Regular) Advanced
  Extending Cycler (Fine) Premium   Expanding Conductor (Superior) Advanced
  Fadecasting Channel (Fighting) Premium   Extending Cycler (Superior) Advanced
  Fading Cycler (Fighting) Premium   Fadecasting Channel (Mastery) Advanced
  Forged Ferricite Fighting Channel Premium   Fading Cycler (Mastery) Advanced
  Increasing Cycler (Apprentice) Premium   Forged Ferricite Mastery Channel Advanced
  Inflating Conductor (Chipped) Premium   Increasing Cycler (Adept) Advanced
  Mitigating Channel (Apprentice) Premium   Inflating Conductor (Regular) Advanced
  Ranging Emitter (Fighting) Premium   Mitigating Channel (Adept) Advanced
  Rendcasting Channel (Fighting) Premium   Phobium Echoer (Superior) Advanced
  Rending Conductor (Fighting) Premium   Ranging Emitter (Mastery) Advanced
  Repelling Cycler (Chipped) Premium   Rendcasting Channel (Mastery) Advanced
  Storing Emitter (Fine) Premium   Rending Conductor (Mastery) Advanced

APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (FOCUS GENERATOR) 192


Item Rarity ABSORBING CONDUCTOR (ADEPT)
  Repelling Cycler (Regular) Advanced Item modification (focus generator), advanced

This item gains the absorbing 8 property. If it already


  Storing Emitter (Superior) Advanced
has the absorbing property, its absorbing number
  Withercasting Channel (Mastery) Advanced increases by 8, to a maximum of 12.
  Withering Channel (Mastery) Advanced
ABSORBING CONDUCTOR (ANCIENT)
  Absorbing Conductor (Master) Legendary Item modification (focus generator), artifact

  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

  Repelling Cycler (Flawless) Legendary


This item gains the absorbing 10 property. If it already
  Storing Emitter (Exceptional) Legendary has the absorbing property, its absorbing number
  Absorbing Conductor (Ancient) Artifact increases by 10, to a maximum of 12.
  Accessing Cycler (Perfect) Artifact ABSORBING CONDUCTOR (NOVICE)
  Amplifying Channel (Ascendancy) Artifact Item modification (focus generator), standard

This item gains the absorbing 2 property. If it already


  Bolstering Channel (Ancient) Artifact has the absorbing property, its absorbing number
  Constitution Emitter (Champion) Artifact increases by 2, to a maximum of 12.
  Dispelling Emitter (Champion) Artifact ACCESSING CYCLER (CHIPPED)
  Elongating Emitter (Ancient) Artifact Item modification (focus generator), premium

This item gains the accessing 2 property. If it already


  Enlarging Channel (Perfect) Artifact
has the accessing property, its accessing number
  Expanding Conductor (Champion) Artifact increases by 2, to a maximum of 6.
  Extending Cycler (Champion) Artifact
ACCESSING CYCLER (CRACKED)
  Fading Cycler (Ascendancy) Artifact Item modification (focus generator), standard

  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 6 property. If it already


has the accessing property, its accessing number
increases to 6.

193 APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (FOCUS GENERATOR)


ACCESSING CYCLER (REGULAR) CHANNELING AMPLIFIER (MASTERY)
Item modification (focus generator), advanced
Item modification (focus generator), advanced

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

Item modification (focus generator), artifact


While using this item as your focus, you gain a +1
This item gains the amplifying 3 property. If it already bonus to melee force attacks and a -1 penalty to
has the amplifying property, its amplifying number ranged force attacks.
increases to 3.
CHANNELING RANGEFINDER (DUELING)
AMPLIFYING CHANNEL (FIGHTING) Item modification (focus generator), prototype

Item modification (focus generator), premium


While using this item as your focus, you gain a +2
This item gains the amplifying 1 property. If it already bonus to ranged force attacks.
has the amplifying property, its amplifying number
increases by 1, to a maximum of 3. CHANNELING RANGEFINDER (FIGHTING)
Item modification (focus generator), premium

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

While using this item as your focus, you gain a +3


BOLSTERING CHANNEL (ADEPT) bonus to ranged force attacks.
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

increases to 12. This item's constitution number is reduced by one step


(from 21 to 19, 19 to 17, 17 to 15, 15 to 13, or 13 to 11).
BOLSTERING CHANNEL (APPRENTICE) If the constitution number is 11, this modification
Item modification (focus generator), premium
removes the constitution property from it entirely.
This item gains the bolstering 4 property. If it already
has the bolstering property, its bolstering number CONSTITUTION EMITTER (CHAMPION)
increases by 4, to a maximum of 12. Item modification (focus generator), artifact

This item loses the constitution property.


BOLSTERING CHANNEL (JOURNEYMAN)
Item modification (focus generator), prototype
CONSTITUTION EMITTER (EXCEPTIONAL)
This item gains the bolstering 6 property. If it already Item modification (focus generator), legendary

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

CHANNELING AMPLIFIER (DUELING) This item's constitution number is reduced by three


Item modification (focus generator), prototype
steps (from 21 to 15, 19 to 13, or 17 to 11). If the
While using this item as your focus, you gain a +2 constitution number is 15 or lower, this modification
bonus to melee force attacks. removes the constitution property from it entirely.
CHANNELING AMPLIFIER (FIGHTING)
Item modification (focus generator), premium

While using this item as your focus, you gain a +1


bonus to melee force attacks.

APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (FOCUS GENERATOR) 194


CONSTITUTION EMITTER (SUPERIOR) ELONGATING EMITTER (APPRENTICE)
Item modification (focus generator), advanced
Item modification (focus generator), premium

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

Item modification (focus generator), standard


This item gains the elongating 15 property. If it already
This item gains the dispelling 1 property. If it already has the elongating property, its elongating number
has the dispelling property, its dispelling number increases by 15, to a maximum of 30.
increases by 1, to a maximum of 6.
ELONGATING EMITTER (MASTER)
DISPELLING EMITTER (CHAMPION) Item modification (focus generator), legendary

Item modification (focus generator), artifact


This item gains the elongating 25 property. If it already
This item gains the dispelling 6 property. If it already has the elongating property, its elongating number
has the dispelling property, its dispelling number increases by 25, to a maximum of 30.
increases to 6.
ELONGATING EMITTER (NOVICE)
DISPELLING EMITTER (EXCEPTIONAL) Item modification (focus generator), standard

Item modification (focus generator), legendary


This item gains the elongating 5 property. If it already
This item gains the dispelling 5 property. If it already has the elongating property, its elongating number
has the dispelling property, its dispelling number increases by 5, to a maximum of 30.
increases by 5, to a maximum of 6.
ENLARGING CHANNEL (CHIPPED)
DISPELLING EMITTER (FINE) Item modification (focus generator), premium

Item modification (focus generator), premium


This item gains the enlarging 10 property. If it already
This item gains the dispelling 2 property. If it already has the enlarging property, its enlarging number
has the dispelling property, its dispelling number increases by 10, to a maximum of 30.
increases by 2, to a maximum of 6.
ENLARGING CHANNEL (CRACKED)
DISPELLING EMITTER (IMPROVED) Item modification (focus generator), standard

Item modification (focus generator), prototype


This item gains the enlarging 5 property. If it already
This item gains the dispelling 3 property. If it already has the enlarging property, its enlarging number
has the dispelling property, its dispelling number increases by 5, to a maximum of 30.
increases by 3, to a maximum of 6.
ENLARGING CHANNEL (FLAWED)
DISPELLING EMITTER (SUPERIOR) Item modification (focus generator), prototype

Item modification (focus generator), advanced


This item gains the enlarging 15 property. If it already
This item gains the dispelling 4 property. If it already has the enlarging property, its enlarging number
has the dispelling property, its dispelling number increases by 15, to a maximum of 30.
increases by 4, to a maximum of 6.
ENLARGING CHANNEL (FLAWLESS)
DUPLEXED EXTENDER CHANNEL Item modification (focus generator), legendary

Item modification (focus generator), standard


This item gains the enlarging 25 property. If it already
When you cast a force power through this focus has the enlarging property, its enlarging number
generator that has a range of 5 feet or greater, you can increases by 25, to a maximum of 30.
increase the range of that force power by 10 feet.
ENLARGING CHANNEL (PERFECT)
DUPLEXED EXTENDER CHANNEL (FINE) Item modification (focus generator), artifact

Item modification (focus generator), premium


This item gains the enlarging 30 property. If it already
When you cast a force power through this focus has the enlarging property, its enlarging number
generator that has a range of 5 feet or greater, you can increases to 30.
increase the range of that force power by 20 feet.
ENLARGING CHANNEL (REGULAR)
ELONGATING EMITTER (ADEPT) Item modification (focus generator), advanced

Item modification (focus generator), advanced


This item gains the enlarging 20 property. If it already
This item gains the elongating 20 property. If it already has the enlarging property, its enlarging number
has the elongating property, its elongating number increases by 20, to a maximum of 30.
increases by 20, to a maximum of 30.
EXPANDING CONDUCTOR (BASIC)
ELONGATING EMITTER (ANCIENT) Item modification (focus generator), standard

Item modification (focus generator), artifact


This item gains the expanding 5 property. If it already
This item gains the elongating 30 property. If it already has the expanding property, its expanding number
has the elongating property, its elongating number increases by 5, to a maximum of 30.
increases to 30.

195 APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (FOCUS GENERATOR)


EXPANDING CONDUCTOR (CHAMPION) FADECASTING CHANNEL (DUELING)
Item modification (focus generator), artifact
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.

EXPANDING CONDUCTOR (FINE) FADECASTING CHANNEL (MASTERY)


Item modification (focus generator), premium
Item modification (focus generator), advanced

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

Item modification (focus generator), premium


When you cast a force power of 1st-level or higher that
This item gains the extending 10 property. If it already deals damage, you can increase the damage by two
has the extending property, its extending number and a half times (rounded down) the number of force
increases by 10, to a maximum of 30. points spent.
EXTENDING CYCLER (IMPROVED) FORGED FERRICITE DUELING CHANNEL
Item modification (focus generator), prototype
Item modification (focus generator), prototype

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.

APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (FOCUS GENERATOR) 196


FORGED FERRICITE MASTERY CHANNEL INFLATING CONDUCTOR (FLAWLESS)
Item modification (focus generator), advanced
Item modification (focus generator), legendary

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

Item modification (focus generator), legendary


This item gains the inflating 30 property. If it already
When you cast a force power of 1st-level or higher that has the inflating property, its inflating number
deals damage, you can increase the damage by twice increases to 30.
the number of force points spent.
INFLATING CONDUCTOR (REGULAR)
INCREASING CYCLER (ADEPT) Item modification (focus generator), advanced

Item modification (focus generator), advanced


This item gains the inflating 20 property. If it already
This item gains the increasing 40 property. If it already has the inflating property, its inflating number
has the increasing property, its increasing number increases by 20, to a maximum of 30.
increases by 40, to a maximum of 60.
MITIGATING CHANNEL (ADEPT)
INCREASING CYCLER (ANCIENT) Item modification (focus generator), advanced

Item modification (focus generator), artifact


This item gains the mitigating 4 property. If it already
This item gains the increasing 60 property. If it already has the mitigating property, its mitigating number
has the increasing property, its increasing number increases by 4, to a maximum of 6.
increases to 60.
MITIGATING CHANNEL (ANCIENT)
INCREASING CYCLER (APPRENTICE) Item modification (focus generator), artifact

Item modification (focus generator), premium


This item gains the mitigating 6 property. If it already
This item gains the increasing 20 property. If it already has the mitigating property, its mitigating number
has the increasing property, its increasing number increases to 6.
increases by 20, to a maximum of 60.
MITIGATING CHANNEL (APPRENTICE)
INCREASING CYCLER (JOURNEYMAN) Item modification (focus generator), premium

Item modification (focus generator), prototype


This item gains the mitigating 2 property. If it already
This item gains the increasing 30 property. If it already has the mitigating property, its mitigating number
has the increasing property, its increasing number increases by 2, to a maximum of 6.
increases by 30, to a maximum of 60.
MITIGATING CHANNEL (JOURNEYMAN)
INCREASING CYCLER (MASTER) Item modification (focus generator), prototype

Item modification (focus generator), legendary


This item gains the mitigating 3 property. If it already
This item gains the increasing 50 property. If it already has the mitigating property, its mitigating number
has the increasing property, its increasing number increases by 3, to a maximum of 6.
increases by 50, to a maximum of 60.
MITIGATING CHANNEL (MASTER)
INCREASING CYCLER (NOVICE) Item modification (focus generator), legendary

Item modification (focus generator), standard


This item gains the mitigating 5 property. If it already
This item gains the increasing 10 property. If it already has the mitigating property, its mitigating number
has the increasing property, its increasing number increases by 5, to a maximum of 6.
increases by 10, to a maximum of 60.
MITIGATING CHANNEL (NOVICE)
INFLATING CONDUCTOR (CHIPPED) Item modification (focus generator), standard

Item modification (focus generator), premium


This item gains the mitigating 1 property. If it already
This item gains the inflating 10 property. If it already has the mitigating property, its mitigating number
has the inflating property, its inflating number increases by 1, to a maximum of 6.
increases by 10, to a maximum of 30.
PHOBIUM ECHOER (IMPROVED)
INFLATING CONDUCTOR (CRACKED) Item modification (focus generator), prototype

Item modification (focus generator), standard


When you cast a force power that affects an area in a
This item gains the inflating 5 property. If it already has radius or a cube, you can increase the radius or length
the inflating property, its inflating number increases by of the cube by 5 feet.
5, to a maximum of 30.
PHOBIUM ECHOER (SUPERIOR)
INFLATING CONDUCTOR (FLAWED) Item modification (focus generator), advanced

Item modification (focus generator), prototype


When you cast a force power that affects an area in a
This item gains the inflating 15 property. If it already radius or a cube, you can increase the radius or length
has the inflating property, its inflating number of the cube by 10 feet.
increases by 15, to a maximum of 30.

197 APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (FOCUS GENERATOR)


RANGING EMITTER (ASCENDANCY) REPELLING CYCLER (CRACKED)
Item modification (focus generator), artifact
Item modification (focus generator), standard

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.

RANGING EMITTER (MASTERY) REPELLING CYCLER (FLAWLESS)


Item modification (focus generator), advanced
Item modification (focus generator), legendary

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

Item modification (focus generator), premium


This item gains the storing 1 property. If it already has
This item gains the rending 1 property. If it already has the storing property, its storing number increases by 1,
the rending property, its rending number increases by to a maximum of 6.
1, to a maximum of 3.
STORING EMITTER (CHAMPION)
RENDING CONDUCTOR (MASTERY) Item modification (focus generator), artifact

Item modification (focus generator), advanced


This item gains the storing 6 property. If it already has
This item gains the rending 2 property. If it already has the storing property, its storing number increases to 6.
the rending property, its rending number increases by
2, to a maximum of 3. STORING EMITTER (EXCEPTIONAL)
Item modification (focus generator), legendary

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.

APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (FOCUS GENERATOR) 198


STORING EMITTER (FINE) WITHERING CHANNEL (MASTERY)
Item modification (focus generator), premium
Item modification (focus generator), advanced

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

This item gains the storing 3 property. If it already has


the storing property, its storing number increases by 3,
to a maximum of 6.

STORING EMITTER (SUPERIOR)


Item modification (focus generator), advanced

This item gains the storing 4 property. If it already has


the storing property, its storing number increases by 4,
to a maximum of 6.
T-CYCLE REINFORCER (BASIC)
Item modification (focus generator), standard

When you cast a force power that pushes or pulls a


creature, you can increase the distance pushed or
pulled by 5 feet.
T-CYCLE REINFORCER (IMPROVED)
Item modification (focus generator), premium

When you cast a force power that pushes or pulls a


creature, you can increase the distance pushed or
pulled by 10 feet.
WITHERCASTING CHANNEL (DUELING)
Item modification (focus generator), prototype

While using this item as your focus, you gain a +2


bonus to the force save DC of powers that require a
Wisdom or Charisma saving throw.
WITHERCASTING CHANNEL (FIGHTING)
Item modification (focus generator), premium

While using this item as your focus, you gain a +1


bonus to the force save DC of powers that require a
Wisdom or Charisma saving throw.

WITHERCASTING CHANNEL (MASTERY)


Item modification (focus generator), advanced

While using this item as your focus, you gain a +3


bonus to the force save DC of powers that require a
Wisdom or Charisma saving throw.
WITHERCASTING CHANNEL (TRAINING)
Item modification (focus generator), standard

While using this item as your focus, you gain a +1


bonus to the force save DC of powers that require a
Wisdom or Charisma saving throw and a -1 penalty to
the force save DC of powers that require a Strength or
Constitution saving throw.
WITHERING CHANNEL (ASCENDANCY)
Item modification (focus generator), artifact

This item gains the withering 3 property. If it already


has the withering property, its withering number
increases to 3.

WITHERING CHANNEL (FIGHTING)


Item modification (focus generator), premium

This item gains the withering 1 property. If it already


has the withering property, its withering number
increases by 1, to a maximum of 3.

199 APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (FOCUS GENERATOR)


ITEM MODIFICATIONS (LIGHTWEAPON)
Item Rarity Item Rarity
  Adegan Crystal (Cracked) Standard   Adegan Crystal (Flawed) Prototype
  Biometric Safety Measures Standard   Biting Crystal (Journeyman) Prototype
  Biting Crystal (Novice) Standard   Bright Crystal (Journeyman) Prototype
  Bright Crystal (Novice) Standard   Corruption Crystal (Journeyman) Prototype
  Burning Cell Standard   Crystalizing Amplifier (Dueling) Prototype
  Collapsible Hilt Standard   Crystalizing Rangefinder (Dueling) Prototype
  Corruption Crystal (Novice) Standard   Damind Crystal (Flawed) Prototype
  Crystalizing Amplifier (Training) Standard   Fadecasting Crystal (Dueling) Prototype
  Crystalizing Rangefinder (Training) Standard   Ossus Dueling Lens Prototype
  Disarming Cell Standard   Rendcasting Crystal (Dueling) Prototype
  Disguised Hilt Standard   Stabilizier Dueling Cell Prototype
  Fadecasting Crystal (Training) Standard   Throwing Weapon Hilt (Improved) Prototype
  Gloom Cell Standard   Withercasting Crystal (Dueling) Prototype
  Magnetic-Lock Grip Standard   Adegan Crystal (Regular) Advanced
  Ossus Training Lens Standard   Biting Crystal (Adept) Advanced
  Rendcasting Crystal (Training) Standard   Bright Crystal (Adept) Advanced
  Returning Weapon Hilt Standard   Brutal Cell (Deadly) Advanced
  Stabilizer Training Cell Standard   Corruption Crystal (Adept) Advanced
  Throwing Weapon Hilt (Basic) Standard   Crossguard Hilt (Superior) Advanced
  Withercasting Crystal (Training) Standard   Crystalizing Amplifier (Mastery) Advanced
  Wrist Mount Hilt Standard   Crystalizing Rangefinder (Mastery) Advanced
  Adegan Crystal (Chipped) Premium   Damind Crystal (Regular) Advanced
  Biting Crystal (Apprentice) Premium   Dire Mastery Hilt Advanced
  Bright Crystal (Apprentice) Premium   Double Hilt Advanced
  Brutal Cell Premium   Extended Beam Advanced
  Comfortable Handle Premium   Fadecasting Crystal (Mastery) Advanced
  Corruption Crystal (Apprentice) Premium   Keen Beam (Deadly) Advanced
  Crossguard Hilt Premium   Ossus Mastery Lens Advanced
  Crystalizing Amplifier (Fighting) Premium   Piercing Cell (Deadly) Advanced
  Crystalizing Rangefinder (Fighting) Premium   Rendcasting Crystal (Mastery) Advanced
  Dire Fighting Hilt Premium   Stabilizer Mastery Cell Advanced
  Disruption Cell Premium   Throwing Weapon Hilt (Superior) Advanced
  Fadecasting Crystal (Fighting) Premium   Versatile Handle (Superior) Advanced
  Heavy Cell Premium   Vicious Mastery Hilt Advanced
  Helisaber Attachment Premium   Withercasting Crystal (Mastery) Advanced
  Hilt Blaster Premium   Biting Crystal (Master) Legendary
  Light Cell Premium   Bright Crystal (Master) Legendary
  Ossus Fighting Lens Premium   Corruption Crystal (Master) Legendary
  Piercing Cell Premium   Damind Crystal (Flawless) Legendary
  Rendcasting Crystal (Fighting) Premium   Lightweight Stabilizer Frame Legendary
  Stabilizer Fighting Cell Premium   Stabilizer Supremacy Cell Legendary
  Throwing Weapon Hilt (Fine) Premium   Throwing Weapon Hilt (Exceptional) Legendary
  Ventilation Stabilizer Premium   Biting Crystal (Ancient) Artifact
  Versatile Handle Premium   Bright Crystal (Ancient) Artifact
  Vicious Fighting Hilt Premium   Brutal Cell (Devastating) Artifact
  Withercasting Crystal (Fighting) Premium   Corruption Crystal (Ancient) Artifact

APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (LIGHTWEAPON) 200


Item Rarity BITING CRYSTAL (JOURNEYMAN)
  Crossguard Hilt (Champion) Artifact Item modification (lightweapon), prototype

This weapon gains the biting 15 property. If it already


  Damind Crystal (Perfect) Artifact
has the biting property, its biting number increases by
  Dire Ascendancy Hilt Artifact 3, to a maximum of 18.
  Keen Beam (Devastating) Artifact
BITING CRYSTAL (MASTER)
  Piercing Cell (Devastating) Artifact Item modification (lightweapon), legendary

  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

This weapon gains the biting 13 property. If it already


ADEGAN CRYSTAL (CHIPPED) has the biting property, its biting number increases by
Item modification (lightweapon), premium
1, to a maximum of 18.
You gain a +1 bonus to damage rolls made with this
weapon. BRIGHT CRYSTAL (ADEPT)
Item modification (lightweapon), advanced

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

Item modification (lightweapon), prototype


This weapon gains the bright 18 property. If it already
You gain a +2 bonus to damage rolls made with this has the bright property, its bright number increases to
weapon. 18.
ADEGAN CRYSTAL (REGULAR) BRIGHT CRYSTAL (APPRENTICE)
Item modification (lightweapon), advanced
Item modification (lightweapon), premium

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.

BITING CRYSTAL (ADEPT) BRIGHT CRYSTAL (NOVICE)


Item modification (lightweapon), advanced
Item modification (Lightweapon), standard

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.

BITING CRYSTAL (ANCIENT) BRUTAL CELL


Item modification (lightweapon), artifact
Item modification (lightweapon), premium

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.

BITING CRYSTAL (APPRENTICE) BRUTAL CELL (DEVASTATING)


Item modification (lightweapon), premium
Item modification (lightweapon), artifact

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.

201 APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (LIGHTWEAPON)


BRUTAL CELL (DEADLY) CROSSGUARD HILT (SUPERIOR)
Item modification (lightweapon), advanceed
Item modification (lightweapon), advanced

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

Item modification (lightweapon), standard


While using this item as your focus, you gain a +1
This weapon gains the hidden property. bonus to melee force attacks.
COMFORTABLE HANDLE CRYSTALIZING AMPLIFIER (MASTERY)
Item modification (lightweapon), premium
Item modification (lightweapon), advanced

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

Item modification (lightweapon), advanced


While using this item as your focus, you gain a +1
This weapon gains the corruption 16 property. If it bonus to melee force attacks and a -1 penalty to
already has the corruption property, its corruption ranged force attacks.
number increases by 4, to a maximum of 18.
CRYSTALIZING RANGEFINDER (DUELING)
CORRUPTION CRYSTAL (ANCIENT) Item modification (lightweapon), prototype

Item modification (lightweapon), artifact


While using this item as your focus, you gain a +2
This weapon gains the corruption 18 property. If it bonus to ranged force attacks.
already has the corruption property, its corruption
number increases to 18. CRYSTALIZING RANGEFINDER (FIGHTING)
Item modification (lightweapon), premium

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

While using this item as your focus, you gain a +3


CORRUPTION CRYSTAL (JOURNEYMAN) bonus to ranged force attacks.
Item modification (lightweapon), prototype

This weapon gains the corruption 15 property. If it CRYSTALIZING RANGEFINDER (TRAINING)


already has the corruption property, its corruption Item modification (lightweapon), standard

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

This weapon gains the corruption 17 property. If it DAMIND CRYSTAL (FLAWED)


already has the corruption property, its corruption Item modification (lightweapon), prototype

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.

CROSSGUARD HILT DAMIND CRYSTAL (PERFECT)


Item modification (lightweapon), premium
Item modification (lightweapon), artifact

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

Item modification (lightweapon), artifact


When you deal damage with this weapon, you can roll
This weapon gains the defensive 3 property. If it a d6 and add the result to the total.
already has the defensive property, its defensive
number increases to 3.

APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (LIGHTWEAPON) 202


DIRE ASCENDANCY HILT HEAVY CELL
Item modification (lightweapon), artifact
Item modification (lightweapon), premium

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

Item modification (lightweapon), premium


Prerequisite: Double property

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

Item modification (lightweapon), standard


This weapon gains the keen 1 property. If it already has
This weapon gains the disguised property. the keen property, its keen number increases by 1, to a
DISRUPTION CELL maximum of 3.
Item modification (lightweapon), premium
KEEN BEAM (DEADLY)
This weapon gains the disruptive property. Item modification (lightweapon), advanced

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

This weapon gains the reach property. LIGHT CELL


FADECASTING CRYSTAL (DUELING) Item modification (lightweapon), premium

Item modification (lightweapon), prototype


This weapon gains the light property.
While using this item as your focus, you gain a +2 LIGHTWEIGHT STABILIZER FRAME
bonus to the force save DC of powers that require a Item modification (lightweapon), advanced

Strength or Constitution saving throw. Prerequisite: Two-handed property

FADECASTING CRYSTAL (FIGHTING) This weapon loses the two-handed property.


Item modification (lightweapon), premium
MAGNETIC-LOCK GRIP
While using this item as your focus, you gain a +1 Item modification (lightweapon), standard

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 +3 bonus to attack rolls made with this


GLOOM CELL weapon.
Item modification (lightweapon), standard

This weapon loses the luminous property.

203 APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (LIGHTWEAPON)


OSSUS TRAINING LENS STABILIZER DUELING CELL
Item modification (lightweapon), standard
Item modification (lightweapon), prototype

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

increases by 1, to a maximum of 3. This weapon's dexterity number is reduced by two


steps (from 21 to 17, 19 to 15, 17 to 13, or 15 to 11). If
PIERCING CELL (DEADLY) the dexterity number is 13 or lower, this modification
Item modification (lightweapon), advanced
removes the dexterity property from it entirely.
This weapon gains the piercing 2 property. If it already
has the piercing property, its piercing number STABILIZER MASTERY CELL
increases by 2, to a maximum of 3. Item modification (lightweapon), advanced

This weapon's dexterity number is reduced by four


PIERCING CELL (DEVASTATING) steps (from 21 to 13 or 19 to 11). If the dexterity
Item modification (lightweapon), artifact
number is 17 or lower, this modification removes the
This weapon gains the piercing 3 property. If it already dexterity property from it entirely.
has the piercing property, its piercing number
increases to 3. STABILIZER SUPREMACY CELL
Item modification (lightweapon), legendary

RENDCASTING CRYSTAL (DUELING) This weapon's dexterity number is reduced by five


Item modification (lightweapon), prototype
steps (from 21 to 11). If the dexterity number is 19 or
While using this item as your focus, you gain a +2 lower, this modification removes the dexterity property
bonus to the force save DC of powers that require a from it entirely.
Dexterity or Intelligence saving throw.
STABILIZER TRAINING CELL
RENDCASTING CRYSTAL (FIGHTING) Item modification (lightweapon), standard

Item modification (lightweapon), premium


This weapon's dexterity number is reduced by one step
While using this item as your focus, you gain a +1 (from 21 to 19, 19 to 17, 17 to 15, 15 to 13, or 13 to 11).
bonus to the force save DC of powers that require a If the dexterity number is 11, this modification
Dexterity or Intelligence saving throw. removes the dexterity property from it entirely.
RENDCASTING CRYSTAL (MASTERY) THROWING WEAPON HILT (BASIC)
Item modification (lightweapon), advanced
Item modification (lightweapon), standard

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

Item modification (lightweapon), standard


This weapon gains thrown (60/180) property. If it
While using this item as your focus, you gain a +1 already has the thrown property, the range increases
bonus to the force save DC of powers that require a by 30/90.
Dexterity or Intelligence saving throw and a -1 penalty
to the force save DC of powers that require a Wisdom THROWING WEAPON HILT (EXCEPTIONAL)
or Charisma saving throw. Item modification (lightweapon), legendary

This weapon gains thrown (50/150) property. If it


RETURNING WEAPON HILT already has the thrown property, the range increases
Item modification (lightweapon), standard
by 25/75.
Prerequisite: Thrown property

This weapon gains the returning property. THROWING WEAPON HILT (FINE)
Item modification (lightweapon), premium

VENTILATION STABILIZER This weapon gains thrown (20/60) property. If it already


Item modification (lightweapon), premium
has the thrown property, the range increases by 10/30.
When you take the Attack action and hit a creature
with this weapon, you can repeat the attack against THROWING WEAPON HILT (IMPROVED)
another creature within 5 feet, no action required. Item modification (lightweapon), prototype

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.

STABILIZER ASCENDANCY CELL THROWING WEAPON HILT (SUPERIOR)


Item modification (lightweapon), artifact
Item modification (lightweapon), advanced

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.

APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (LIGHTWEAPON) 204


VERSATILE HANDLE WRIST MOUNT HILT
Item modification (lightweapon), premium
Item modification (lightweapon), standard

Prerequisite: Lacks double or two-handed property


This weapon gains the fixed property.
This weapon gains the versatile (1d10) property. If it
already has the versatile property, the versatile
damage increases by one step (from 2d4 to d10, d10 to
d12, from d12 to 2d6, or from 2d6 to 3d4).
VERSATILE HANDLE (SUPERIOR)
Item modification (lightweapon), advanced

Prerequisite: Lacks double or two-handed property

This weapon gains the versatile (1d12) property. If it


already has the versatile property, the versatile
damage increases by two steps (from 2d4 to d12, d10
to 2d6, from d12 to 3d4, or from 2d6 to 3d4).
VERSATILE HANDLE (CHAMPION)
Item modification (lightweapon), artifact

Prerequisite: Lacks double or two-handed property

This weapon gains the versatile (2d6) property. If it


already has the versatile property, the versatile
damage increases by three steps (from 2d4 to 2d6, d10
to 3d4, from d12 to 3d4, or from 2d6 to 3d4).
VICIOUS ASCENDANCY HILT
Item modification (lightweapon), artifact

This weapon gains the vicious 3 property. If it already


has the vicious property, its vicious number increases
to 3.

VICIOUS FIGHTING HILT


Item modification (lightweapon), premium

This weapon gains the vicious 1 property. If it already


has the vicious property, its vicious number increases
by 1, to a maximum of 3.
VICIOUS MASTERY HILT
Item modification (lightweapon), advanced

This weapon gains the vicious 2 property. If it already


has the vicious property, its vicious number increases
by 2, to a maximum of 3.
WITHERCASTING CRYSTAL (DUELING)
Item modification (lightweapon), prototype

While using this item as your focus, you gain a +2


bonus to the force save DC of powers that require a
Wisdom or Charisma saving throw.
WITHERCASTING CRYSTAL (FIGHTING)
Item modification (lightweapon), premium

While using this item as your focus, you gain a +1


bonus to the force save DC of powers that require a
Wisdom or Charisma saving throw.
WITHERCASTING CRYSTAL (MASTERY)
Item modification (lightweapon), advanced

While using this item as your focus, you gain a +3


bonus to the force save DC of powers that require a
Wisdom or Charisma saving throw.

WITHERCASTING CRYSTAL (TRAINING)


Item modification (lightweapon), standard

While using this item as your focus, you gain a +1


bonus to the force save DC of powers that require a
Wisdom or Charisma saving throw and a -1 penalty to
the force save DC of powers that require a Strength or
Constitution saving throw.

205 APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (LIGHTWEAPON)


ITEM MODIFICATIONS (VIBROWEAPON)
Item Rarity Item Rarity
  Celerity Oscillator Standard   Piercing Oscillator Premium
  Collapsible Frame Standard   Rendcasting Guard (Apprentice) Premium
  Compensation Oscillator Standard   Rendcasting Oscillator Mk II Premium
  Contoured Grip (Basic) Standard   Shocking Oscillator Mk II Premium
  Disarming Oscillator Standard   Sonorous Oscillator Mk II Premium
  Disguised Guard Standard   Throwing Weapon Guard (Fine) Premium
  Fadecasting Guard (Novice) Standard   Versatile Frame Premium
  Fadecasting Oscillator Mk I Standard   Vicious Fighting Guard Premium
  Flashlight Guard Standard   Withercasting Guard (Apprentice) Premium
  Guard Amplifier (Novice) Standard   Withercasting Oscillator Mk II Premium
  Guard Rangefinder (Novice) Standard   Compensation Oscillator (Improved) Prototype
  Nagai Edge (Basic) Standard   Contoured Grip (Improved) Prototype
  Neuralizing Oscillator Standard   Electrifying Oscillator Prototype
  Neutronium Edge (Minor) Standard   Fadecasting Guard (Journeyman) Prototype
  Oscillating Amplifier Mk I Standard   Fadecasting Oscillator Mk III Prototype
  Oscillating Rangefinder Mk I Standard   Guard Amplifier (Journeyman) Prototype
  Rendcasting Guard (Novice) Standard   Guard Rangefinder (Journeyman) Prototype
  Rendcasting Oscillator Mk I Standard   Harpoon Reel Guard Prototype
  Returning Weapon Guard Standard   Nagai Edge (Improved) Prototype
  Shocking Oscillator Standard   Neuralizing Oscillator Mk III Prototype
  Sonorous Oscillator Standard   Neutronium Edge (Major) Prototype
  Staggering Oscillator Standard   Oscillating Amplifier Mk III Prototype
  Throwing Weapon Guard (Basic) Standard   Oscillating Rangefinder Mk III Prototype
  Withercasting Guard (Novice) Standard   Rendcasting Guard (Journeyman) Prototype
  Withercasting Oscillator Mk I Standard   Rendcasting Oscillator Mk III Prototype
  Wrist Mount Guard Standard   Serrated Edge Mk I Prototype
  Brutal Oscillator Premium   Shocking Oscillator Mk III Prototype
  Compensation Oscillator (Fine) Premium   Sonorous Oscillator Mk III Prototype
  Contoured Grip (Fine) Premium   Throwing Weapon Guard (Improved) Prototype
  Defensive Guard Premium   Venomous Oscillator Prototype
  Dire Fighting Guard Premium   Withercasting Guard (Journeyman) Prototype
  Disruption Oscillator Premium   Withercasting Oscillator Mk III Prototype
  Fadecasting Guard (Apprentice) Premium   Brutal Oscillator (Deadly) Advanced
  Fadecasting Oscillator Mk II Premium   Compensation Oscillator (Superior) Advanced
  Finesse Oscillator Premium   Contoured Grip (Superior) Advanced
  Guard Amplifier (Apprentice) Premium   Defensive Guard (Superior) Advanced
  Guard Rangefinder (Apprentice) Premium   Dire Mastery Guard Advanced
  Heavy Oscillator Premium   Double Guard Advanced
  Keen Oscillator Premium   Fadecasting Guard (Adept) Advanced
  Light Oscillator Premium   Fadecasting Oscillator Mk IV Advanced
  Monomolecular Oscillator Mk I Premium   Guard Amplifier (Adept) Advanced
  Neuralizing Oscillator Mk II Premium   Guard Rangefinder (Adept) Advanced
  Neutronium Edge (Average) Premium   Keen Oscillator (Deadly) Advanced
  Oscillating Amplifier Mk II Premium   Monomolecular Oscillator Mk II Advanced
  Oscillating Rangefinder Mk II Premium   Neuralizing Oscillator Mk IV Advanced
  Pacnorval Chem Integrator Premium   Neutronium Edge (Deadly) Advanced

APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (VIBROWEAPON) 206


Item Rarity BRUTAL OSCILLATOR (DEADLY)
  Oscillating Amplifier Mk IV Advanced Item modification (vibroweapon), advanced

This weapon gains the brutal 2 property. If it already


  Oscillating Rangefinder Mk IV Advanced
has the brutal property, its brutal number increases by
  Ostrine Edge (Deadly) Advanced 2, to a maximum of 3.
  Piercing Oscillator (Deadly) Advanced
CELERITY OSCILLATOR
  Rendcasting Guard (Adept) Advanced Item modification (vibroweapon), standard

  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.

  Sonorous Oscillator Mk IV Advanced COLLAPSIBLE FRAME


Item modification (vibroweapon), standard

  Throwing Weapon Guard (Superior) Advanced


This weapon gains the hidden property.
  Versatile Frame (Superior) Advanced
COMPENSATION OSCILLATOR
  Vicious Mastery Guard Advanced
Item modification (vibroweapon), standard

  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

  Neuralizing Oscillator Mk V Legendary This weapon loses the dexterity property.


  Ostrine Edge (Lethal) Legendary
COMPENSATION OSCILLATOR (FINE)
  Serrated Edge Mk III Legendary Item modification (vibroweapon), premium

  Shocking Oscillator Mk V Legendary This weapon's dexterity number is reduced by two


steps (from 21 to 17, 19 to 15, 17 to 13, or 15 to 11). If
  Sonorous Oscillator Mk V Legendary the dexterity number is 13 or lower, this modification
  Throwing Weapon Guard (Exceptional) Legendary removes the dexterity property from it entirely.
  Brutal Oscillator (Lethal) Artifact COMPENSATION OSCILLATOR (EXCEPTIONAL)
  Compensation Oscillator (Champion) Artifact Item modification (vibroweapon), legendary

This weapon's dexterity number is reduced by five


  Defensive Guard (Champion) Artifact
steps (from 21 to 11). If the dexterity number is 19 or
  Dire Ascendancy Guard Artifact lower, this modification removes the dexterity property
  Keen Oscillator (Devastating) Artifact from it entirely.
  Neuralizing Oscillator Mk VI Artifact COMPENSATION OSCILLATOR (IMPROVED)
  Ostrine Edge (Devastating) Artifact Item modification (vibroweapon), prototype

This weapon's dexterity number is reduced by three


  Piercing Oscillator (Devastating) Artifact
steps (from 21 to 15, 19 to 13, or 17 to 11). If the
  Serrated Edge Mk IV Artifact dexterity number is 15 or lower, this modification
  Shocking Oscillator Mk VI Artifact removes the dexterity property from it entirely.
  Sonorous Oscillator Mk VI Artifact COMPENSATION OSCILLATOR (SUPERIOR)
  Throwing Weapon Guard (Champion) Artifact Item modification (vibroweapon), advanced

This weapon's dexterity number is reduced by four


  Versatile Frame (Champion) Artifact steps (from 21 to 13 or 19 to 11). If the dexterity
  Vicious Ascendancy Guard Artifact number is 17 or lower, this modification removes the
dexterity property from it entirely.
BRUTAL OSCILLATOR
Item modification (vibroweapon), premium
CONTOURED GRIP (BASIC)
Item modification (vibroweapon), standard

This weapon gains the brutal 1 property. If it already


You gain a +1 bonus to attack rolls and a -1 penalty to
has the brutal property, its brutal number increases by
damage rolls made with this weapon.
1, to a maximum of 3.
BRUTAL OSCILLATOR (DEVASTATING) CONTOURED GRIP (FINE)
Item modification (vibroweapon), premium

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.

207 APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (VIBROWEAPON)


CONTOURED GRIP (IMPROVED) ELECTRIFYING OSCILLATOR
Item modification (vibroweapon), prototype
Item modification (vibroweapon), prototype

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.

DISARMING OSCILLATOR FADECASTING OSCILLATOR MK II


Item modification (vibroweapon), standard
Item modification (vibroweapon), premium

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

This weapon gains the disguised property. FADECASTING OSCILLATOR MK III


Item modification (vibroweapon), prototype

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: Two-handed property

This weapon loses the two-handed property.

APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (VIBROWEAPON) 208


FINESSE OSCILLATOR HARPOON REEL GUARD
Item modification (vibroweapon), premium
Item modification (vibroweapon), prototype

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.

GUARD RANGEFINDER (ADEPT) KEEN OSCILLATOR (DEADLY)


Item modification (vibroweapon), advanced
Item modification (vibroweapon), advanced

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.

GUARD RANGEFINDER (NOVICE) MONOMOLECULAR OSCILLATOR MK I


Item modification (vibroweapon), standard
Item modification (vibroweapon), premium

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

This weapon ignores resistance to kinetic damage, and


treats immunity as resistance.

NAGAI EDGE (BASIC)


Item modification (vibroweapon), standard

When you have advantage on an attack roll you make


with this weapon, get the same result on both dice
rolls, and hit, you deal one additional weapon die
worth of damage.

209 APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (VIBROWEAPON)


NAGAI EDGE (EXCEPTIONAL) OSCILLATING AMPLIFIER MK I
Item modification (vibroweapon), legendary
Item modification (vibroweapon), standard

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

Item modification (vibroweapon), prototype


While using this item as your focus, you gain a +1
When you have advantage on an attack roll you make bonus to melee tech attacks.
with this weapon, get the same result on both dice
rolls, and hit, you deal two additional weapon dice OSCILLATING AMPLIFIER MK III
worth of damage. Item modification (vibroweapon), prototype

While using this item as your focus, you gain a +2


NEURALIZING OSCILLATOR bonus to melee tech attacks.
Item modification (vibroweapon), standard

This weapon gains the neuralizing 13 property. If it OSCILLATING AMPLIFIER MK IV


already has the neuralizing property, its neuralizing Item modification (vibroweapon), advanced

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.

NEURALIZING OSCILLATOR MK IV OSCILLATING RANGEFINDER MK III


Item modification (vibroweapon), advanced
Item modification (vibroweapon), prototype

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

Item modification (vibroweapon), legendary


While using this item as your focus, you gain a +3
This weapon gains the neuralizing 17 property. If it bonus to ranged tech attacks.
already has the neuralizing property, its neuralizing OSTRINE EDGE (DEADLY)
number increases by 5, to a maximum of 18. 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

Item modification (vibroweapon), premium


When you deal damage with this weapon, you deal an
You gain a +1 bonus to damage rolls made with this additional 1d8 acid, cold, fire, lightning, poison, or
weapon. sonic damage (chosen by the GM when generating this
item).
NEUTRONIUM EDGE (DEADLY)
Item modification (vibroweapon), advanced
OSTRINE EDGE (LETHAL)
You gain a +3 bonus to damage rolls made with this Item modification (vibroweapon), legendary

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.

APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (VIBROWEAPON) 210


PIERCING OSCILLATOR RENDCASTING OSCILLATOR MK IV
Item modification (vibroweapon), premium
Item modification (vibroweapon), advanced

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

Item modification (vibroweapon), artifact


This weapon gains the reach property.
This weapon gains the piercing 3 property. If it already
has the piercing property, its piercing number SERRATED EDGE MK I
increases to 3. Item modification (vibroweapon), prototype

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.

RENDCASTING GUARD (JOURNEYMAN) SERRATED EDGE MK IV


Item modification (vibroweapon), prototype
Item modification (vibroweapon), artifact

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

Item modification (vibroweapon), standard


This weapon gains the shocking 13 property. If it
While using this item as your focus, you gain a +1 already has the shocking property, its shocking
bonus to the force save DC of powers that require a number increases by 1, to a maximum of 18.
Dexterity or Intelligence saving throw and a -1 penalty
SHOCKING OSCILLATOR MK II
to the force save DC of powers that require a Wisdom Item modification (vibroweapon), premium

or Charisma saving throw. This weapon gains the shocking 14 property. If it


RENDCASTING OSCILLATOR MK I already has the shocking property, its shocking
Item modification (vibroweapon), standard
number increases by 2, to a maximum of 18.
While using this item as your focus, you gain a +1 SHOCKING OSCILLATOR MK III
bonus to the tech save DC of powers that require a Item modification (vibroweapon), prototype

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

While using this item as your focus, you gain a +2


This weapon gains the shocking 17 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 5, to a maximum of 18.

211 APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (VIBROWEAPON)


SHOCKING OSCILLATOR MK VI THROWING WEAPON GUARD (FINE)
Item modification (vibroweapon), artifact
Item modification (vibroweapon), premium

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

Item modification (vibroweapon), standard


This weapon gains thrown (30/90) property. If it already
This weapon gains the sonorous 13 property. If it has the thrown property, the range increases by 15/45.
already has the sonorous property, its sonorous
number increases by 1, to a maximum of 18. THROWING WEAPON GUARD (SUPERIOR)
Item modification (vibroweapon), advanced

SONOROUS OSCILLATOR MK II This weapon gains thrown (40/120) property. If it


Item modification (vibroweapon), premium
already has the thrown property, the range increases
This weapon gains the sonorous 14 property. If it by 20/60.
already has the sonorous property, its sonorous
number increases by 2, to a maximum of 18. VENOMOUS 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

Prerequisite: Lacks double or two-handed property

SONOROUS OSCILLATOR MK V This weapon gains the versatile (1d10) property. If it


Item modification (vibroweapon), legendary
already has the versatile property, the versatile
This weapon gains the sonorous 17 property. If it damage increases by one step (from 2d4 to d10, d10 to
already has the sonorous property, its sonorous d12, from d12 to 2d6, or from 2d6 to 3d4).
number increases by 5, to a maximum of 18.
VERSATILE FRAME (SUPERIOR)
SONOROUS OSCILLATOR MK VI Item modification (vibroweapon), advanced

Item modification (vibroweapon), artifact


Prerequisite: Lacks double or two-handed property

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.

APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (VIBROWEAPON) 212


WITHERCASTING GUARD (ADEPT)
Item modification (vibroweapon), advanced

While using this item as your focus, you gain a +3


bonus to the force save DC of powers that require a
Wisdom or Charisma saving throw.
WITHERCASTING GUARD (APPRENTICE)
Item modification (vibroweapon), premium

While using this item as your focus, you gain a +1


bonus to the force save DC of powers that require a
Wisdom or Charisma saving throw.

WITHERCASTING GUARD (JOURNEYMAN)


Item modification (vibroweapon), prototype

While using this item as your focus, you gain a +2


bonus to the force save DC of powers that require a
Wisdom or Charisma saving throw.
WITHERCASTING GUARD (NOVICE)
Item modification (vibroweapon), standard

While using this item as your focus, you gain a +1


bonus to the force save DC of powers that require a
Wisdom or Charisma saving throw and a -1 penalty to
the force save DC of powers that require a Strength or
Constitution saving throw.
WITHERCASTING OSCILLATOR MK I
Item modification (vibroweapon), standard

While using this item as your focus, you gain a +1


bonus to the tech save DC of powers that require a
Wisdom or Charisma saving throw and a -1 penalty to
the tech save DC of powers that require a Strength or
Constitution saving throw.
WITHERCASTING OSCILLATOR MK II
Item modification (vibroweapon), premium

While using this item as your focus, you gain a +1


bonus to the tech save DC of powers that require a
Wisdom or Charisma saving throw.
WITHERCASTING OSCILLATOR MK III
Item modification (vibroweapon), prototype

While using this item as your focus, you gain a +2


bonus to the tech save DC of powers that require a
Wisdom or Charisma saving throw.
WITHERCASTING OSCILLATOR MK IV
Item modification (vibroweapon), advanced

While using this item as your focus, you gain a +3


bonus to the tech save DC of powers that require a
Wisdom or Charisma saving throw.
WRIST MOUNT GUARD
Item modification (vibroweapon), standard

This weapon gains the fixed property.

213 APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (VIBROWEAPON)


ITEM MODIFICATIONS (WRISTPAD)
Item Rarity Item Rarity
  Absorbing Amplifier Mk I Standard   Absorbing Amplifier Mk III Prototype
  Accessing Motherboard (Simple) Standard   Accessing Motherboard (Leading) Prototype
  Constitution Dataport (Basic) Standard   Bansche Advanced 2ZBc Prototype
  Dispelling Dataport (Basic) Standard   Constitution Dataport (Improved) Prototype
  Elongating Dataport Mk I Standard   Dispelling Dataport (Improved) Prototype
  Enlarging Processor (Simple) Standard   Elongating Dataport Mk III Prototype
  Expanding Amplifier (Basic) Standard   Enlarging Processor (Leading) Prototype
  Extending Motherboard (Basic) Standard   Expanding Amplifier (Improved) Prototype
  Fadecasting Processor (Training) Standard   Extending Motherboard (Improved) Prototype
  Focused Amplifier Standard   Fadecasting Processor (Dueling) Prototype
  Increasing Motherboard Mk I Standard   Increasing Motherboard Mk III Prototype
  Inflating Amplifier (Simple) Standard   Inflating Amplifier (Leading) Prototype
  MerenData Excelcior Standard   Mitigating Processor Mk III Prototype
  Mitigating Processor Mk I Standard   Processing Amplifier (Dueling) Prototype
  Processing Amplifier (Training) Standard   Processing Rangefinder (Dueling) Prototype
  Processing Rangefinder (Training) Standard   Rendcasting Processor (Dueling) Prototype
  Rendcasting Processor (Training) Standard   Repelling Motherboard (Leading) Prototype
  Repelling Motherboard (Simple) Standard   Sienar Starfire X-Force Mk I Prototype
  Storing Dataport (Basic) Standard   Storing Dataport (Improved) Prototype
  Surging Processor Mk I Standard   Surging Processor Mk III Prototype
  Withercasting Processor (Training) Standard   Withercasting Processor (Dueling) Prototype
  Absorbing Amplifier Mk II Premium   Absorbing Amplifier Mk IV Advanced
  Accessing Motherboard (Adequate) Premium   Accessing Motherboard (Excellent) Advanced
  Amplifying Processor (Fighting) Premium   Amplifying Processor (Mastery) Advanced
  Bansche Purifier MENAD Pro Mk I Premium   Constitution Dataport (Superior) Advanced
  Constitution Dataport (Fine) Premium   Dispelling Dataport (Superior) Advanced
  Dispelling Dataport (Fine) Premium   Elongating Dataport Mk IV Advanced
  Elongating Dataport Mk II Premium   Enlarging Processor (Excellent) Advanced
  Enlarging Processor (Adequate) Premium   Expanding Amplifier (Superior) Advanced
  Expanding Amplifier (Fine) Premium   Extending Motherboard (Superior) Advanced
  Extending Motherboard (Fine) Premium   Fadecasting Processor (Mastery) Advanced
  Fadecasting Processor (Fighting) Premium   Fading Motherboard (Mastery) Advanced
  Fading Motherboard (Fighting) Premium   Increasing Motherboard Mk IV Advanced
  Increasing Motherboard Mk II Premium   Inflating Amplifier (Excellent) Advanced
  Inflating Amplifier (Adequate) Premium   Mitigating Processor Mk IV Advanced
  Mitigating Processor Mk II Premium   Processing Amplifier (Mastery) Advanced
  Processing Amplifier (Fighting) Premium   Processing Rangefinder (Mastery) Advanced
  Processing Rangefinder (Fighting) Premium   Ranging Dataport (Mastery) Advanced
  Ranging Dataport (Fighting) Premium   Rendcasting Processor (Mastery) Advanced
  Rendcasting Processor (Fighting) Premium   Rending Amplifier (Mastery) Advanced
  Rending Amplifier (Fighting) Premium   Repelling Motherboard (Excellent) Advanced
  Repelling Motherboard (Adequate) Premium   Storing Dataport (Superior) Advanced
  Storing Dataport (Fine) Premium   Surging Processor Mk IV Advanced
  Surging Processor Mk II Premium   Withercasting Processor (Mastery) Advanced
  Withercasting Processor (Fighting) Premium   Withering Processor (Mastery) Advanced
  Withering Processor (Fighting) Premium   Absorbing Amplifier Mk V Legendary

APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (WRISTPAD) 214


Item Rarity ABSORBING AMPLIFIER MK I
  Accessing Motherboard (Outstanding) Legendary Item modification (wristpad), standard

This item gains the absorbing 2 property. If it already


  Constitution Dataport (Exceptional) Legendary
has the absorbing property, its absorbing number
  Czerka Elite Pro Mk V Legendary increases by 2, to a maximum of 12.
  Dispelling Dataport (Exceptional) Legendary
ABSORBING AMPLIFIER MK II
  Elongating Dataport Mk V Legendary Item modification (wristpad), premium

  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

  Amplifying Processor (Ascendancy) Artifact


This item gains the absorbing 10 property. If it already
  Constitution Dataport (Champion) Artifact has the absorbing property, its absorbing number
  Dispelling Dataport (Champion) Artifact increases by 10, to a maximum of 12.
  Elongating Dataport Mk VI Artifact ABSORBING AMPLIFIER MK VI
  Enlarging Processor (Prime) Artifact Item modification (wristpad), artifact

This item gains the absorbing 12 property. If it already


  Expanding Amplifier (Champion) Artifact has the absorbing property, its absorbing number
  Extending Motherboard (Champion) Artifact increases to 12.
  Fading Motherboard (Ascendancy) Artifact ACCESSING MOTHERBOARD (ADEQUATE)
  Increasing Motherboard Mk VI Artifact Item modification (wristpad), premium

This item gains the accessing 2 property. If it already


  Inflating Amplifier (Prime) Artifact
has the accessing property, its accessing number
  Mitigating Processor Mk VI Artifact increases by 2, to a maximum of 6.
  Ranging Dataport (Ascendancy) Artifact
ACCESSING MOTHERBOARD (EXCELLENT)
  Rending Amplifier (Ascendancy) Artifact Item modification (wristpad), advanced

  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 3 property. If it already


has the accessing property, its accessing number
increases by 3, to a maximum of 6.
ACCESSING MOTHERBOARD (OUTSTANDING)
Item modification (wristpad), legendary

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 MOTHERBOARD (PRIME)
Item modification (wristpad), artifact

This item gains the accessing 6 property. If it already


has the accessing property, its accessing number
increases to 6.

215 APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (WRISTPAD)


ACCESSING MOTHERBOARD (SIMPLE) CONSTITUTION DATAPORT (IMPROVED)
Item modification (wristpad), standard
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

This item gains the dispelling 6 property. If it already


BANSCHE PURIFIER MENAD PRO MK I has the dispelling property, its dispelling number
Item modification (wristpad), premium
increases to 6.
When you cast a tech power with this wristpad that
gives you a bonus to AC or saving throws, you can DISPELLING DATAPORT (EXCEPTIONAL)
increase that bonus by +1. Item modification (wristpad), legendary

This item gains the dispelling 5 property. If it already


CONSTITUTION DATAPORT (BASIC) has the dispelling property, its dispelling number
Item modification (wristpad), standard
increases by 5, to a maximum of 6.
This item's constitution number is reduced by one step
(from 21 to 19, 19 to 17, 17 to 15, 15 to 13, or 13 to 11). DISPELLING DATAPORT (FINE)
If the constitution number is 11, this modification Item modification (wristpad), premium

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

This item loses the constitution property. DISPELLING DATAPORT (IMPROVED)


Item modification (wristpad), prototype

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

This item gains the dispelling 4 property. If it already


CONSTITUTION DATAPORT (FINE) has the dispelling property, its dispelling number
Item modification (wristpad), premium
increases by 4, to a maximum of 6.
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 ELONGATING DATAPORT MK I
the constitution number is 13 or lower, this Item modification (wristpad), standard

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.

APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (WRISTPAD) 216


ELONGATING DATAPORT MK II EXPANDING AMPLIFIER (BASIC)
Item modification (wristpad), premium
Item modification (wristpad), standard

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.

ELONGATING DATAPORT MK IV EXPANDING AMPLIFIER (EXCEPTIONAL)


Item modification (wristpad), advanced
Item modification (wristpad), legendary

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.

ENLARGING PROCESSOR (LEADING) EXTENDING MOTHERBOARD (CHAMPION)


Item modification (wristpad), prototype
Item modification (wristpad), artifact

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.

217 APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (WRISTPAD)


EXTENDING MOTHERBOARD (SUPERIOR) INCREASING MOTHERBOARD MK III
Item modification (wristpad), advanced
Item modification (wristpad), prototype

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.

FADECASTING PROCESSOR (FIGHTING) INCREASING MOTHERBOARD MK V


Item modification (wristpad), premium
Item modification (wristpad), legendary

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

Item modification (wristpad), premium


This item gains the inflating 15 property. If it already
This item gains the fading 1 property. If it already has has the inflating property, its inflating number
the fading property, its fading number increases by 1, increases by 15, to a maximum of 30.
to a maximum of 3.
INFLATING AMPLIFIER (OUTSTANDING)
FADING MOTHERBOARD (MASTERY) Item modification (wristpad), legendary

Item modification (wristpad), advanced


This item gains the inflating 25 property. If it already
This item gains the fading 2 property. If it already has has the inflating property, its inflating number
the fading property, its fading number increases by 2, increases by 25, to a maximum of 30.
to a maximum of 3.
INFLATING AMPLIFIER (PRIME)
FOCUSED AMPLIFIER Item modification (wristpad), artifact

Item modification (wristpad), standard


This item gains the inflating 30 property. If it already
This item gains the focused property. has the inflating property, its inflating number
increases to 30.
INCREASING MOTHERBOARD MK I
Item modification (wristpad), standard
INFLATING AMPLIFIER (SIMPLE)
This item gains the increasing 10 property. If it already Item modification (wristpad), standard

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.

APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (WRISTPAD) 218


MITIGATING PROCESSOR MK I PROCESSING RANGEFINDER (MASTERY)
Item modification (wristpad), standard
Item modification (wristpad), advanced

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

Item modification (wristpad), premium


While using this item as your focus, you gain a +1
This item gains the mitigating 2 property. If it already bonus to ranged tech attacks and a -1 penalty to melee
has the mitigating property, its mitigating number tech attacks.
increases by 2, to a maximum of 6.
RANGING DATAPORT (ASCENDANCY)
MITIGATING PROCESSOR MK III Item modification (wristpad), artifact

Item modification (wristpad), prototype


This item gains the ranging 3 property. If it already has
This item gains the mitigating 3 property. If it already the ranging property, its ranging number increases to
has the mitigating property, its mitigating number 3.
increases by 3, to a maximum of 6.
RANGING DATAPORT (FIGHTING)
MITIGATING PROCESSOR MK IV Item modification (wristpad), premium

Item modification (wristpad), advanced


This item gains the ranging 1 property. If it already has
This item gains the mitigating 4 property. If it already the ranging property, its ranging number increases by
has the mitigating property, its mitigating number 1, to a maximum of 3.
increases by 4, to a maximum of 6.
RANGING DATAPORT (MASTERY)
MITIGATING PROCESSOR MK V Item modification (wristpad), advanced

Item modification (wristpad), legendary


This item gains the ranging 2 property. If it already has
This item gains the mitigating 5 property. If it already the ranging property, its ranging number increases by
has the mitigating property, its mitigating number 2, to a maximum of 3.
increases by 5, to a maximum of 6.
RENDCASTING PROCESSOR (DUELING)
MITIGATING PROCESSOR MK VI Item modification (wristpad), prototype

Item modification (wristpad), artifact


While using this item as your focus, you gain a +2
This item gains the mitigating 6 property. If it already bonus to the tech save DC of powers that require a
has the mitigating property, its mitigating number Dexterity or Intelligence saving throw.
increases to 6.
RENDCASTING PROCESSOR (FIGHTING)
PROCESSING AMPLIFIER (DUELING) Item modification (wristpad), premium

Item modification (wristpad), prototype


While using this item as your focus, you gain a +1
While using this item as your focus, you gain a +2 bonus to the tech save DC of powers that require a
bonus to melee tech attacks. Dexterity or Intelligence saving throw.
PROCESSING AMPLIFIER (FIGHTING) RENDCASTING PROCESSOR (MASTERY)
Item modification (wristpad), premium
Item modification (wristpad), advanced

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

Item modification (wristpad), premium


This item gains the rending 1 property. If it already has
While using this item as your focus, you gain a +1 the rending property, its rending number increases by
bonus to ranged tech attacks. 1, to a maximum of 3.

219 APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (WRISTPAD)


RENDING AMPLIFIER (MASTERY) SIENAR STARFIRE X-FORCE MK I
Item modification (wristpad), advanced
Item modification (wristpad), prototype

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 storing 6 property. If it already has


REPELLING MOTHERBOARD (LEADING) the storing property, its storing number increases to 6.
Item modification (wristpad), prototype

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.

REPELLING MOTHERBOARD (OUTSTANDING) STORING DATAPORT (FINE)


Item modification (wristpad), legendary
Item modification (wristpad), premium

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

This item gains the surging 2 property. If it already has


REPELLING MOTHERBOARD (SIMPLE) the surging property, its surging number increases by
Item modification (wristpad), standard
2, to a maximum of 6.
This item gains the repelling property.

APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (WRISTPAD) 220


SURGING PROCESSOR MK III
Item modification (wristpad), prototype

This item gains the surging 3 property. If it already has


the surging property, its surging number increases by
3, to a maximum of 6.
SURGING PROCESSOR MK IV
Item modification (wristpad), advanced

This item gains the surging 4 property. If it already has


the surging property, its surging number increases by
4, to a maximum of 6.

SURGING PROCESSOR MK V
Item modification (wristpad), legendary

This item gains the surging 5 property. If it already has


the surging property, its surging number increases by
5, to a maximum of 6.
SURGING PROCESSOR MK VI
Item modification (wristpad), artifact

This item gains the surging 6 property. If it already has


the surging property, its surging number increases to
6.
WITHERCASTING PROCESSOR (DUELING)
Item modification (wristpad), prototype

While using this item as your focus, you gain a +2


bonus to the tech save DC of powers that require a
Wisdom or Charisma saving throw.
WITHERCASTING PROCESSOR (FIGHTING)
Item modification (wristpad), premium

While using this item as your focus, you gain a +1


bonus to the tech save DC of powers that require a
Wisdom or Charisma saving throw.
WITHERCASTING PROCESSOR (MASTERY)
Item modification (wristpad), advanced

While using this item as your focus, you gain a +3


bonus to the tech save DC of powers that require a
Wisdom or Charisma saving throw.

WITHERCASTING PROCESSOR (TRAINING)


Item modification (wristpad), standard

While using this item as your focus, you gain a +1


bonus to the tech save DC of powers that require a
Wisdom or Charisma saving throw and a -1 penalty to
the tech save DC of powers that require a Strength or
Constitution saving throw.
WITHERING PROCESSOR (ASCENDANCY)
Item modification (wristpad), artifact

This item gains the withering 3 property. If it already


has the withering property, its withering number
increases to 3.
WITHERING PROCESSOR (FIGHTING)
Item modification (wristpad), premium

This item gains the withering 1 property. If it already


has the withering property, its withering number
increases by 1, to a maximum of 3.

WITHERING PROCESSOR (MASTERY)


Item modification (wristpad), advanced

This item gains the withering 2 property. If it already


has the withering property, its withering number
increases by 2, to a maximum of 3.

221 APPENDIX A | ENHANCED ITEMS | ITEM MODIFICATIONS (WRISTPAD)


SHIELDS
Item Rarity SHIELD CHASSIS (LEGENDARY)
  Shield Chassis (Standard) Standard Shield (any), legendary

Requires attunement

  Shield (Fine) Premium


This modifiable shield chassis comes with vacant
  Shield Chassis (Premium) Premium modification slots for armor modifications, as well as
  Shield (Improved) Prototype two augment slots. It can house modifications of
legendary rarity or lower.
  Shield Chassis (Prototype) Prototype
  Shield Chassis (Advanced) Advanced SHIELD CHASSIS (PREMIUM)
Shield (any), premium

  Shield (Superior) Advanced 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

Light Requires attunement

Medium This modifiable shield chassis comes with vacant


modification slots for armor modifications, as well as
  Verpine Auto-shielding Unit Advanced
one augment slot. It can house modifications of
Heavy prototype rarity or lower.

SHIELD (CHAMPION) SHIELD CHASSIS (ADVANCED)


Shield (any), artifact
Shield (any), advanced

You have a +3 bonus to AC while wielding this shield. Requires attunement

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

Additionally, while wielding this shield, damage you Requires attunement

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

You have a +3 bonus to AC while wielding this shield.


SHIELD CHASSIS (STANDARD)
Shield (any), standard

Requires attunement

This modifiable shield chassis comes with vacant


modification slots for armor modifications. It can
house modifications of standard rarity.
SHIELD CHASSIS (ARTIFACT)
Shield (any), artifact

Requires attunement

This modifiable shield chassis comes with vacant


modification slots for armor modifications, as well as
two augment slots. It can house modifications of
artifact rarity or lower.

APPENDIX A | ENHANCED ITEMS | SHIELDS 222


WEAPONS
Item Rarity
Weapons
  Weapon (Fine) Premium
  Weapon (Improved) Prototype
  Weapon (Superior) Advanced
  Weapon (Exceptional) Legendary
  Weapon (Champion) Artifact

WEAPON (CHAMPION)
Weapon (any), artifact

You have a +3 bonus to attack rolls and deal an


additional 1d10 damage with this enhanced weapon.
WEAPON (EXCEPTIONAL)
Weapon (any), legendary

You have a +3 bonus to attack rolls and deal an


additional 1d8 damage with this enhanced weapon.
WEAPON (FINE)
Weapon (any), premium

You have a +1 bonus to attack and damage rolls made


with this enhanced weapon.
WEAPON (IMPROVED)
Weapon (any), prototype

You have a +2 bonus to attack and damage rolls made


with this enhanced weapon.
WEAPON (SUPERIOR)
Weapon (any), advanced

You have a +3 bonus to attack and damage rolls made


with this enhanced weapon.

223 APPENDIX A | ENHANCED ITEMS | WEAPONS


WEAPONS (BLASTERS)
Item Rarity BLASTER CHASSIS (PREMIUM)
Blasters Weapon (any blaster), premium

Requires attunement

  Blaster Chassis (Standard) Standard


This modifiable blaster chassis comes with vacant
  Blaster Chassis (Premium) Premium modification slots for blaster modifications. It can
  Flashy Premium house modifications of premium rarity or lower.
  Grenade Launcher (Fine) Premium BLASTER CHASSIS (PROTOTYPE)
  Shotgun Axe Premium Weapon (any blaster), prototype

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

  Grenade Launcher (Improved) Prototype Requires attunement

  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

reduction roll. Lastly, on a hit, if the target is wearing


Requires attunement
heavy armor, it deals an additional 1d8 lightning
This modifiable blaster chassis comes with vacant damage.
modification slots for blaster modifications, as well as
The proprietary Charric rifle was the standard issue
two augment slots. It can house modifications of
weapon of all of the soldiers in the Chiss Expansionary
artifact rarity or lower. Defense Force.
BLASTER CHASSIS (LEGENDARY)
FLASHY
Weapon (any blaster), legendary

Weapon (heavy pistol), premium

Requires attunement

The first time you hit a creature with a ranged weapon


This modifiable blaster chassis comes with vacant attack from this weapon each round, the creature
modification slots for blaster modifications, as well as
takes an additional 1d4 damage from the attack.
two augment slots. It can house modifications of
Flashy is an SSK heavy pistol owned by the
legendary rarity or lower.
mercenary Corso Riggs during the Galactic Cold War.

APPENDIX A | ENHANCED ITEMS | WEAPONS (BLASTERS) 224


GRENADE LAUNCHER (CHAMPION) SHOTGUN AXE
Weapon (grenade launcher), artifact
Weapon (shotgun), premium

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

Mounted in the shoulder slot, a shoulder cannon does


GRENADE LAUNCHER (FINE) not require a free hand to use. Additionally, you have
Weapon (grenade launcher), premium
advantage on Strength ability checks and saving throws
Rather than traditional power cells, the grenade to avoid being disarmed of this weapon. You have a +3
launcher fires grenades. When firing a grenade at long bonus to attack rolls and deal an additional 1d8
range, or if you don't meet the grenade launcher's damage with this enhanced shoulder cannon, which
strength requirement, creatures within the radius of has the smart (19, +5) property.
the grenade's explosion have advantage on the saving
throw. If you lack proficiency in the grenade launcher, SHOULDER CANNON (FINE)
you must roll the damage dice twice and take the Weapon (shoulder cannon), premium

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.

225 APPENDIX A | ENHANCED ITEMS | WEAPONS (BLASTERS)


SPARKLES
Weapon (light pistol), premium

When you roll a 20 on an attack roll with this weapon,


or hit a creature that has not yet acted during your first
turn in combat, you deal an additional 1d4 energy
damage.
Sparkles is a BlasTech CS-14 light pistol owned by the
mercenary Corso Riggs during the Galactic Cold War.
TORCHY
Weapon (blaster pistol), prototype

You gain a +1 bonus to attack and damage rolls with


this enhanced weapon, and when you hit a creature
with a ranged weapon attack using this weapon, the
creature takes an extra 1d4 energy damage for each
size category larger than you it is (up to 3d4 extra
damage).
Torchy is a BlasTech ALT-25 blaster pistol owned by
the mercenary Corso Riggs during the Galactic Cold
War.
XERROL NIGHTSTINGER RIFLE
Weapon (nightstinger rifle), premium

You have a +1 bonus to damage rolls with this


enhanced weapon. Additionally, when you make the
Dexterity (Stealth) check to remain hidden as a part of
the weapon's silent property, you have advantage on
the check.
This nightstinger rifle has the unique property of
shooting invisible rounds.

APPENDIX A | ENHANCED ITEMS | WEAPONS (BLASTERS) 226


WEAPONS (LIGHTWEAPONS)
Item Rarity LIGHTWEAPON CHASSIS (ARTIFACT)
Lightweapons Weapon (any lightweapon), artifact

Requires attunement

  Lightweapon Chassis (Standard) Standard


This modifiable lightweapon chassis comes with vacant
  Lightweapon Chassis (Premium) Premium modification slots for lightweapon modifications, as
  Inquistor Saber Prototype well as two augment slots. It can house modifications
of artifact rarity or lower.
  Lightweapon Chassis (Prototype) Prototype
  Lightweapon Chassis (Advanced) Advanced LIGHTWEAPON CHASSIS (LEGENDARY)
Weapon (any lightweapon), legendary

  Darksaber Legendary 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

is immune to this effect if it is immune to energy Requires attunement

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

bladed lightsaber created by Tarre Vizsla, the first


Mandalorian ever inducted into the Jedi Order. It Requires attunement

This modifiable lightweapon chassis comes with vacant


features a distinctly Mandalorian hilt and an ominous
modification slots for lightweapon modifications. It can
black blade.
house modifications of standard rarity.
INQUISITOR SABER
Weapon (any lightweapon), prototype

Requires attunement

Prerequisite: Double property

You have a +1 bonus to attack and damage rolls made


with this enhanced weapon.
As a bonus action, you cause the lightsaber to rapidly
spin. When you do so, you lose the +1 bonus to attack
and damage rolls made with the weapon, but you gain
a +1 bonus to AC. Additionally, while spinning, you
have a 30-foot flying speed. While flying, if you take
damage, you must make a concentration check as if
concentrating on a power. On a failure, you
immediately fall to the ground.
These lightweapons, favored by the Jedi hunters
known as Inquisitors, have the unique ability to rapidly
spin, granting its wielder a limited flying ability.
LIGHTWEAPON CHASSIS (ADVANCED)
Weapon (any lightweapon), advanced

Requires attunement

This modifiable lightweapon chassis comes with vacant


modification slots for lightweapon modifications, as
well as one augment slot. It can house modifications of
advanced rarity or lower.

227 APPENDIX A | ENHANCED ITEMS | WEAPONS (LIGHTWEAPONS)


WEAPONS (VIBROWEAPONS)
Item Rarity BOLAS (IMPROVED)
Vibroweapons Weapon (bolas), prototype

A Large or smaller creature hit by a bolas is restrained


  Vibroweapon Chassis (Standard) Standard
until it is freed. A bolas has no effect on formless or
  Bolas (Fine) Premium Huge or larger creatures. A creature can use its action
  J-19 Bo-Rifle Premium to make a DC 15 Dexterity check, freeing itself or
another creature within its reach on a success. The
  Net (Fine) Premium bolas has an AC of 12, 15 hit points, immunity to all
  Vibroweapon Chassis (Premium) Premium damage not dealt by melee weapons, and resistance to
  AB-75 Bo-Rifle Prototype
damage dealt by unenhanced melee weapons.
Destroying the bolas frees the creature without
  Bolas (Improved) Prototype harming it and immediately ends the bolas's effects.
  Net (Improved) Prototype While a creature is restrained by a bolas, you can make
no further attacks with it.
  Vibroweapon Chassis (Prototype) Prototype
Due to their unwieldy nature, bolas make ineffective
  Bolas (Superior) Advanced melee weapons. Melee attack rolls made with them are
  Hewey Advanced made at disadvantage.
  Net (Superior) Advanced BOLAS (SUPERIOR)
  Vibroweapon Chassis (Advanced) Advanced Weapon (bolas), advanced

A Large or smaller creature hit by a bolas is restrained


  Bolas (Exceptional) Legendary
until it is freed. A bolas has no effect on formless or
  Net (Exceptional) Legendary Huge or larger creatures. A creature can use its action
  Vibroweapon Chassis (Legendary) Legendary to make a DC 16 Dexterity check, freeing itself or
another creature within its reach on a success. The
  Bolas (Champion) Artifact bolas has an AC of 13, 20 hit points, immunity to all
  Net (Champion) Artifact damage not dealt by melee weapons, and resistance to
  Vibroweapon Chassis (Artifact) Artifact
damage dealt by unenhanced melee weapons.
Destroying the bolas frees the creature without
harming it and immediately ends the bolas's effects.
AB-75 BO-RIFLE
While a creature is restrained by a bolas, you can make
Weapon (bo-rifle), prototype

no further attacks with it.


You have a +2 bonus to attack and damage rolls with
Due to their unwieldy nature, bolas make ineffective
this enhanced weapon. Additionally, while it is in staff
melee weapons. Melee attack rolls made with them are
mode, the save DC for its shocking property increases
made at disadvantage.
to 15.
This version of the bo-rifle was exclusive to high- BOLAS (EXCEPTIONAL)
ranking members of the Honor Guard of Lasan. Weapon (bolas), legendary

A Large or smaller creature hit by a bolas is restrained


BOLAS (FINE)
until it is freed. A bolas has no effect on formless or
Weapon (bolas), premium

Huge or larger creatures. A creature can use its action


A Large or smaller creature hit by a bolas is restrained
to make a DC 17 Dexterity check, freeing itself or
until it is freed. A bolas has no effect on formless or
another creature within its reach on a success. The
Huge or larger creatures. A creature can use its action
bolas has an AC of 14, 25 hit points, immunity to all
to make a DC 14 Dexterity check, freeing itself or
damage not dealt by melee weapons, and resistance to
another creature within its reach on a success. The
damage dealt by unenhanced melee weapons.
bolas has an AC of 11, 10 hit points, immunity to all
Destroying the bolas frees the creature without
damage not dealt by melee weapons, and resistance to
harming it and immediately ends the bolas's effects.
damage dealt by unenhanced melee weapons.
While a creature is restrained by a bolas, you can make
Destroying the bolas frees the creature without
no further attacks with it.
harming it and immediately ends the bolas's effects.
Due to their unwieldy nature, bolas make ineffective
While a creature is restrained by a bolas, you can make
melee weapons. Melee attack rolls made with them are
no further attacks with it.
made at disadvantage.
Due to their unwieldy nature, bolas make ineffective
melee weapons. Melee attack rolls made with them are
made at disadvantage.

APPENDIX A | ENHANCED ITEMS | WEAPONS (VIBROWEAPONS) 228


BOLAS (CHAMPION) NET (IMPROVED)
Weapon (bolas), artifact
Weapon (net), prototype

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

A Large or smaller creature hit by a net is restrained


HEWEY until it is freed. A net has no effect on formless or Huge
Weapon (vibroblade), advanced
or larger creatures. A creature can use its action to
You gain a +1 bonus to attack and damage rolls with make a DC 16 Strength check, freeing itself or another
this enhanced weapon. creature within its reach on a success. The net has an
This weapon has 6 charges and regains 1d6 charges AC of 13, 20 hit points, immunity to all damage not
when you complete a long rest. Once per turn when dealt by melee weapons, and resistance to damage
you hit with a melee weapon attack with this weapon, dealt by unenhanced melee weapons. Destroying the
you can expend a charge to have the weapon deal an net frees the creature without harming it and
additional 1d8 kinetic damage. immediately ends the net's effects. While a creature is
Hewey is an N-30 battle blade owned by the restrained by a net, you can make no further attacks
mercenary Corso Riggs during the Galactic Cold War. with it.

J-19 BO-RIFLE NET (EXCEPTIONAL)


Weapon (bo-rifle), premium
Weapon (net), legendary

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.

229 APPENDIX A | ENHANCED ITEMS | WEAPONS (VIBROWEAPONS)


VIBROWEAPON CHASSIS (ADVANCED)
Weapon (any vibroweapon), advanced

Requires attunement

This modifiable vibroweapon chassis comes with


vacant modification slots for vibroweapon
modifications, as well as one augment slot. It can
house modifications of advanced rarity or lower.
VIBROWEAPON CHASSIS (ARTIFACT)
Weapon (any vibroweapon), artifact

Requires attunement

This modifiable vibroweapon chassis comes with


vacant modification slots for vibroweapon
modifications, as well as two augment slots. It can
house modifications of artifact rarity or lower.
VIBROWEAPON CHASSIS (LEGENDARY)
Weapon (any vibroweapon), legendary

Requires attunement

This modifiable vibroweapon chassis comes with


vacant modification slots for vibroweapon
modifications, as well as two augment slots. It can
house modifications of legendary rarity or lower.
VIBROWEAPON CHASSIS (PREMIUM)
Weapon (any vibroweapon), premium

Requires attunement

This modifiable vibroweapon chassis comes with


vacant modification slots for vibroweapon
modifications. It can house modifications of premium
rarity or lower.
VIBROWEAPON CHASSIS (PROTOTYPE)
Weapon (any vibroweapon), prototype
Requires attunement

This modifiable vibroweapon chassis comes with


vacant modification slots for vibroweapon
modifications, as well as one augment slot. It can
house modifications of prototype rarity or lower.
VIBROWEAPON CHASSIS (STANDARD)
Weapon (any vibroweapon), standard

Requires attunement

This modifiable vibroweapon chassis comes with


vacant modification slots for vibroweapon
modifications. It can house modifications of standard
rarity.

APPENDIX A | ENHANCED ITEMS | WEAPONS (VIBROWEAPONS) 230

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