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The Old Republic

 



It is a perilous time for the galaxy...

A brutal civil war has all but destroyed the Jedi Order, leaving the ailing Republic on the verge of collapse. Amid the turmoil, the evil Sith have spread across the galaxy, hunting down and destroying the remaining Jedi Knights. Narrowly escaping a deadly Sith ambush, the last known Jedi clings to life aboard a battered freighter near the ravaged world of Peragus...

... and you're going to need help ...



| T3-M4 | Kreia | Atton | Bao-Dur | Handmaiden | HK-47 | Mira |
| Hanharr | G0-T0 | Visas | Disciple | Mandalore | Secondary |



T3-M4 [top]
T3-M4 His chassis dented and scored by blaster fire, T3 looks as if he's narrowly missed a proton core explosion or two. This battered astromech droid is the first character to appear in The Sith Lords. His opening mission is to repair the Ebon Hawk and pilot it to safety before it's crushed into space dust in the wilds of the Peragus asteroid field. Once docked at the Peragus mining facility, however, a much greater threat confronts the crew.
The talkative T3 communicates only with clicks and beeps, but he's got a grand story to tell and plays a pivotal role in the conflicts to come. He is an expert in security, demolitions, computers and mechanical repair, acting as a portable workbench for the player. The player uses him to break down equipment into its component parts, clearing inventory and assembling more powerful weapons and items.

Tag:
T3M4

Appearance:
Party_NPC_T3M3

T3-M4 Feats


Stats

Attributes

Base Skills
Vitality: 30
Force Points: --

Defense: 14

Fortitude: 3
Reflex: 5
Will: 1
Strength: 10
Dexterity: 15
Constitution: 14
Intelligence: 16
Wisdom: 10
Charisma: 10
Computer Use: 6
Demolitions: 2
Stealth: 0
Awareness: 2
Persuade: 0
Repair: 6
Security: 6
Treat Injury: 0





Kreia [top]
Kreia The elderly mentor Kreia forms a powerful telepathic bond with the player, determined to help him rediscover the ways of the Force. She is, in fact, quite willing to sacrifice herself if it means the player will survive and reconnect with his teachings.
Throughout the game, Kreia will teach the player new ways to listen to the Force, permitting him to gain new powers and abilities. When she is an active party member, Kreia gives everyone an earned experience bonus. Even better, the unique bond she shares with the player allows him to Force Chain attacks and defense. Any Force Power cast on Kreia or the player will be automatically applied to the other party members as well.

Tag:
Kreia

Appearance:
Party_NPC_Kreia

Kreia Feats


Stats

Attributes

Base Skills
Vitality: 36
Force Points: 49

Defense: 16

Fortitude: 6
Reflex: 5
Will: 6
Strength: 10
Dexterity: 16
Constitution: 16
Intelligence: 14
Wisdom: 16
Charisma: 12
Computer Use: 0
Demolitions: 0
Stealth: 5
Awareness: 6
Persuade: 5
Repair: 0
Security: 0
Treat Injury: 6





Atton Rand [top]
Atton Rand Disaster follows Atton Rand wherever he goes. While his primary talent is cheating death just long enough to stumble into the next crisis, Rand is also a skilled pilot, mechanic, gambler and liar. He thinks of self-preservation before all else; barring that, his most pressing concern is finding the next cantina with a Pazaak game.
Initially imprisoned on Peragus, he is one of the first companions the player encounters. Rand is a solid fighter. He possesses a wide range of armor and weapon proficiencies and non-combat skills, while his preservation instinct actually makes him stronger the more dire the situation becomes. So long as another party member is standing, Rand cannot be knocked down, and he will stave off unconsciousness and keep fighting if he has party support. This survival instinct also makes Rand very difficult to stun, paralyze or poison.

Tag:
Atton

Appearance:
Party_NPC_Atton

Atton Feats


Stats

Attributes

Base Skills
Vitality: 24
Force Points: --

Defense: 19

Fortitude: 5
Reflex: 8
Will: 3
Strength: 12
Dexterity: 16
Constitution: 14
Intelligence: 10
Wisdom: 10
Charisma: 12
Computer Use: 3
Demolitions: 4
Stealth: 4
Awareness: 5
Persuade: 0
Repair: 0
Security: 5
Treat Injury: 0





Bao-Dur [top]
Bao-Dur When the Mandalorian Wars began, the Sith forces struck the Outer Rim Iridonian colonies with a vengeance. As a result, many Iridonians were the first to join the Republic's war effort. One of them was a gifted young mechanic named Bao Dur, eager to lend his technical expertise to the cause. During his years of wartime service, he was instrumental in producing new weapons, shields and other technology for use in battle against the Mandalorians. When the wars ended, Bao Dur drifted, scarred by the countless atrocities he had witnessed. He found purpose again assisting the Outer Rim rebuilding effort.
A skilled mechanic and architect, Bao Dur is able to build or repair almost anything, even a mechanical replacement for his own arm, lost near the end of the Wars. This mechanized appendage is incredibly strong, making him a formidable opponent in a fight. It also has the power to destroy force fields and shields, rendering enemies vulnerable to conventional attacks.

Tag:
BaoDur

Appearance:
Party_NPC_BaoDur

Bao-Dur Feats


Stats

Attributes

Base Skills
Vitality: 48
Force Points: --

Defense: 10

Fortitude: 5
Reflex: 4
Will: 6
Strength: 14
Dexterity: 10
Constitution: 14
Intelligence: 15
Wisdom: 14
Charisma: 10
Computer Use: 9
Demolitions: 9
Stealth: 1
Awareness: 8
Persuade: 0
Repair: 9
Security: 9
Treat Injury: 4





Echani Handmaiden [top]
Echani Handmaiden The mysterious Echani Handmaidens, 5 sisters, have faithfully served the Jedi Order for years, acting as scouts, soldiers and missionaries. Vowing not to learn the Jedi way after the destruction wrought by the Jedi Civil War, they have maintained a galaxy-wide vigil, watching for re-emergent Sith or fallen Jedi. However, they too have vanished, their fate unknown.
The Echani pride themselves on physical combat. Well-versed in hand-to-hand and melee weapon techniques, they are lethal fighters, able to shrug off damage with deft blocks or by anticipating and evading their opponents' strikes. The Echani believe that a person's true nature is only revealed through combat; thus, their highly stylized, ritualistic fighting is a kind of dialogue between adversaries, testing their enemies' spirit and resolve. It is said that the greatest Echani warriors can predict the outcome of a conflict several hours, weeks and in rare cases, even years in advance simply by knowing the nature and numbers of the enemies they face.

Tag:
Handmaiden

Appearance:
Party_NPC_Handmaiden

Handmaiden Feats


Stats

Attributes

Base Skills
Vitality: 78
Force Points: --

Defense: 16

Fortitude: 8
Reflex: 6
Will: 3
Strength: 14
Dexterity: 16
Constitution: 14
Intelligence: 10
Wisdom: 10
Charisma: 14
Computer Use: 0
Demolitions: 0
Stealth: 5
Awareness: 8
Persuade: 0
Repair: 0
Security: 0
Treat Injury: 8





HK-47 [top]
HK-47 A self-sentient killing machine, it is obvious merely from its menacing appearance that HK-47 is far more than an ordinary combat droid. With a devastating arsenal of high-powered weaponry, a ruthless and single-minded pursuit of its termination targets, and a pre-programmed disregard for all organic life, this Hunter-Killer model is one of the most dangerous assassins in the galaxy.
Rumored to have been created by Czerka Corp to eliminate the heads of rival corporations, HK-47 is quite capable of laying waste to an entire building in an effort to dispose of a single target, as it has demonstrated on more than one occasion in the past. This wanton carnage, combined with the tendency of the droid's previous owners to come to rather gruesome ends, has led most civilized planets to issue explicit bans on all HK-model assassin droids.
But on the dangerous worlds of the Outer Rim, having a merciless, flame-throwing engine of destruction at your side can be quite useful... until it decides you're the next target.

Tag:
HK47

Appearance:
Party_NPC_HK47

HK-47 Feats


Stats

Attributes

Base Skills
Vitality: 72
Force Points: --

Defense: 19

Fortitude: 5
Reflex: 5
Will: 3
Strength: 16
Dexterity: 16
Constitution: 10
Intelligence: 14
Wisdom: 12
Charisma: 10
Computer Use: 0
Demolitions: 5
Stealth: 0
Awareness: 5
Persuade: 0
Repair: 6
Security: 0
Treat Injury: 0





Mira [top]
Mira A bounty hunter scout who combs the Republic and the Outer Rim for anyone and anything with a price on its head, Mira reels them in and cashes them out. While driven by a mercenary need for cash, she avoids contract killing. In the past, she has killed only in self-defense, and even then reluctantly.
Mira comes equipped with bounty hunter-specific weaponry, including a versatile wrist-mounted rocket launcher that allows her to target a single opponent with concussion or tranquilizer darts, or decimate hordes of enemies with buster or ion rockets-the ideal way to level the playing field when you're outnumbered.

Tag:
Mira

Appearance:
Party_NPC_Mira

Mira Feats


Stats

Attributes

Base Skills
Vitality: 54
Force Points: --

Defense: 19

Fortitude: 6
Reflex: 8
Will: 5
Strength: 10
Dexterity: 16
Constitution: 12
Intelligence: 14
Wisdom: 11
Charisma: 10
Computer Use: 8
Demolitions: 8
Stealth: 0
Awareness: 8
Persuade: 0
Repair: 8
Security: 2
Treat Injury: 5





Hanharr [top]
Hanharr Brutish, filled with rage and borderline psychotic, Hanharr is often considered a bounty hunter in name only.
Originally from the Wookiee homeworld of Kashyyyk, Hanharr became enraged when the Czerka Corporation arrived and began taking slaves. Hanharr slaughtered his entire village, in his own words, to 'save' them. Hanharr was eventually taken into slavery, but later managed to escape and go to other human-inhabited worlds to enslave them as revenge. It is said his latest travels have landed him on the planet Nar Shaddaa.
Rumor has it that a bitter 'relationship' lies between Hanharr and Mira. Scarcely known, and revealed only in bits and pieces, a common term always seems to stem up... "lifedebt". Mystery in it's origin, or perhaps unwillingless to discuss the topic, Hanharr often seems torn between the desire to kill Mira, or stalk her from the shadows.
Hanharr has the unique, and often deadly, ability to invoke a "Wookie Battle Rage", making him virtually invulnerable and a force to be reckoned with. Those who have 'survived' such an attack often only live long enough to tell of it's horrendous effects.

Tag:
Hanharr

Appearance:
Party_NPC_Hanharr

Hanharr Feats


Stats

Attributes

Base Skills
Vitality: 60
Force Points: --

Defense: 11

Fortitude: 9
Reflex: 5
Will: 5
Strength: 20
Dexterity: 13
Constitution: 20
Intelligence: 10
Wisdom: 12
Charisma: 8
Computer Use: 0
Demolitions: 6
Stealth: 0
Awareness: 6
Persuade: 0
Repair: 4
Security: 0
Treat Injury: 5





G0-T0 [top]
G0-T0 Little is known about G0-T0, as 'his' origin seems to be as mysterious as his whereabouts. This sentry model droid is known to be the liason between Goto and his dealings with, oftentimes, questionably legal matters (or persons). Said to have a deep interest in the Republic and it's condition, it would come to no surprise that Goto's and the Exile's path will cross. How G0-T0's role falls into that perspective is yet to be determined.
G0-T0 is a floating stealth-oriented expert droid whose primary function is to infiltrate, search, and destroy. G0-T0's personal cloaking shield allows him to easily enter into stealth mode without a stealth field generator, and his built-in targeting module allows for immediate access to Improved Power Blast and Improved Rapid Shot capabilities.

Tag:
G0T0

Appearance:
Party_NPC_G0T0

G0-T0 Feats


Stats

Attributes

Base Skills
Vitality: 66
Force Points: --

Defense: 20

Fortitude: 9
Reflex: 9
Will: 2
Strength: 10
Dexterity: 18
Constitution: 16
Intelligence: 16
Wisdom: 10
Charisma: 10
Computer Use: 9
Demolitions: 0
Stealth: 4
Awareness: 5
Persuade: 0
Repair: 5
Security: 9
Treat Injury: 6





Visas Marr [top]
Visas Marr A Dark Jedi Miraluka from the Mid-Rim world of Katarr, Visas Marr is the lone surviving member of her species. Gifted with the ability to see only through the Force, she perceives the world through Force patterns and flux, allowing her to see the true nature of her enemies, and her own true nature as well. This power is called Force Sight. When looking across The Sith Lords landscape, Marr can see through obstacles to the sentients waiting in mbush beyond.
When her homeworld was obliterated by the Sith, Marr was claimed by one of the greatest Sith Lords as his apprentice and slave. Why she was spared when her people were slain is unknown. Her enslavement has broken her will and corroded her spirit; she is deep in the thrall of the dark side.

Tag:
VisasMarr

Appearance:
Party_NPC_Visas

Visas Feats


Stats

Attributes

Base Skills
Vitality: 30
Force Points: 24

Defense: 18

Fortitude: 6
Reflex: 9
Will: 4
Strength: 12
Dexterity: 18
Constitution: 12
Intelligence: 10
Wisdom: 12
Charisma: 15
Computer Use: 0
Demolitions: 0
Stealth: 9
Awareness: 9
Persuade: 0
Repair: 0
Security: 0
Treat Injury: 9





The Disciple [top]
The Disciple The disappearance of the Jedi drove many explorers to search for them and attempt to discover their fate. One such seeker is a lone Disciple working for the Republic. He has traversed the galaxy in search of Jedi and any trace of their teachings, much of which were lost when Saul Karath bombed Dantooine and turned the planet's skies to ash.
Why the Disciple seeks the Jedi so fervently, or what he hopes to learn from their ancient teachings is not known. While he shares the distrust much of the galaxy feels for the Order in the wake of the Jedi Civil War, he is nevertheless drawn to them, and is acutely aware that their skill is needed if the Republic is to be salvaged from destruction.
The Disciple is a skilled healer. In addition to making medpacs and other healing items, he functions as a portable medical workbench, capable of breaking down items into their chemical components so that more valuable items may be made.

Tag:
Disciple

Appearance:
Party_NPC_Disciple

Disciple Feats


Stats

Attributes

Base Skills
Vitality: 78
Force Points: --

Defense: 15

Fortitude: 8
Reflex: 6
Will: 3
Strength: 14
Dexterity: 16
Constitution: 14
Intelligence: 10
Wisdom: 10
Charisma: 14
Computer Use: 0
Demolitions: 0
Stealth: 5
Awareness: 8
Persuade: 0
Repair: 0
Security: 0
Treat Injury: 8





Mandalore [top]
Mandalore Since time immemorial, the Mandalorian clans were built on strict codes of honor and tradition. The leader of all clans was known as Mandalore. When a Mandalore fell, another would be chosen to succeed him.
Many years have passed since Darth Revan defeated the last Mandalore; none was chosen to take his place. Without a leader, the clans scattered to the far corners of the galaxy, finding work as mercenaries, raiders or worse. Now a new Mandalore has assumed rule, and rumor tells of a battle-hardened warrior who is reuniting the clans.
A seasoned war veteran, Mandalore has the ability to make stims upon request.

Tag:
Mand

Appearance:
Party_NPC_Mandalore

Mandalore Feats


Stats

Attributes

Base Skills
Vitality: 65
Force Points: --

Defense: 23

Fortitude: 6
Reflex: 2
Will: 2
Strength: 15
Dexterity: 12
Constitution: 15
Intelligence: 12
Wisdom: 12
Charisma: 12
Computer Use: 0
Demolitions: 0
Stealth: 2
Awareness: 5
Persuade: 2
Repair: 0
Security: 0
Treat Injury: 9





Secondary NPCs [top]
Secondaries Throughout the game, the player will find themselves presented with tasks that even they can't appropriately handle. Enter, as I call them, "The Secondaries". Though smaller in role, their aid is essential to the Exile and the matters set before them.

  • P3-CFD: An astromech model droid, similiar to T3, his task is to aid in repairing the Ebon Hawke during the Prologue. With it's help, T3 can access deeper parts of the Ebon Hawke's badly damaged hull.
  • B-4D4: Property of the Czerka Corporation, this part protocol droid / part receptionist may have some 'inside' advantage on how to deal with the ill reputable conglomerate of the galaxy.
  • Remote: Never found far from Bao-Dur, this small droid often aids him in repair work and, in a pinch, battle. Resembling a small child in it's mannerisms, Bao-Dur tends to the droid as if it has a higher purpose. What that purpose could be can only be determined in time.