Star Wars Knights of the Old Republic II: The Sith Lords/Head

All of the following are Restricted: not useable by Wookiees (or s). Some may be unobtainable without using ../Cheats/.

Head
The following require no.

Survey Gear

 * Resist 5/- vs. Sonic
 * Skills: +1

When surveying new asteroid claims, this headgear is designed to help identify both pockets of Peragian gas and any placed thermal charges in the area. The small sonic generation and receiving gear within the helmet is designed to absorb any high decibel emissions from sonic charges (and sonic grenades).

Neural Band

 * ../Saves/: Will +2

Developed after the Exar Kun war, this item bolsters the willpower of the user by electrically reinforcing established mental patterns. Republic troops called it "Little Shocky".

Breath Mask

 * Immunity:

This is standard issue gear for Republic forces and most professional soldiers, protecting against a variety of gas-based attacks.

Rakatan Band

 * +1

This simple device improves the wearer's ability to perceive the reality of their surroundings. The origin behind the item's name is unknown, but rumor has it that these bands were constructed as a defense against an ancient species of alien deceivers, who made absurd claims of dominance concerning their role in the galaxy. It is said this species of lying primitives went so far as to take credit for almost every major event in galactic history since the discovery of the hyperdrive.

Interface Band

 * Resist 5/- vs. Sonic
 * Skills: +2,  +2,  +2

This item provides a mental interface to a store of information on electronic systems common to security, demolitions, and general computing functions.

Targeting Visor

 * Modifier: +1
 * ../Saves/: Reflex +1

Through assorted heads-up displays and sharpened vision, this device increases one's accuracy in combat.

Spacer's Sensor

 * +1
 * Bonus Feat: : Blaster Pistol
 * Bonus Feat: Weapon Focus: Blaster Rifle

These visors are often used by smugglers and others who desire better combat skills yet are too focused on other endeavors to learn them normally.

Regal Visor

 * Skills: +2
 * +1

This attractive headgear includes a voice enhancement module that regulates tone and volume of the wearer's speech. It is employed in diplomatic situations where the slightest error could offend.

Meditation Band

 * 20% vs. Dark Side
 * ../Saves/: Will +1
 * +1

This potent device helps shield one's mind from dark thoughts and influences. It will not protect the user from evil that stems from within, however.

Combat Sensor

 * +2
 * Bonus Feat: : Blaster Pistol
 * Bonus Feat: Weapon Focus: Blaster Rifle

This improved version of the Spacer's Sensor is for wealthier travelers who are expecting combat.

Multi-spectral Target Assessor

 * Feats Required: – Blaster Pistol, Blaster Rifle
 * Modifier: +3
 * Skills: +4
 * Bonus Feat: I, II

This advanced device is only of use to those who are already highly skilled with ranged weapons. The plethora of information relayed provides the trained user with enhanced accuracy.

Das'skar Hunting Mask

 * Modifier: +1
 * Skills: +2,  +2
 * +1

Nikto bounty hunters often employ these masks to help them track down prey. Das'skar Hunting Masks were created by Hutts to improve the performance of their minions.

Force Mask

 * ../Saves/: Will +4
 * -4
 * -4
 * Force Resist: +16

For both good and ill, this mask provides the wearer with some protection from the Force.

Matukai Meditation Band

 * 30% vs. Dark Side
 * ../Saves/: Will +2
 * +2

An improved version of the standard meditation band, this item provides unparalleled protection from the ravaging power of the dark side.

Target Assessor

 * Modifier: +2
 * +2
 * Bonus Feat: I
 * Bonus Feat: I

Though perhaps not as potent as the multi-spectral version, this device requires no training to use.

Circlet of Saresh

 * Restricted To: Light Side
 * +5

The wealthy Saresh family of Taris were once known as much for their arrogance and cruelty as for their vast riches and political power. But over the last century many of the family have shown a strong affinity to the Force, and been taken in by the Jedi for training. Foremost among these was Guun Han Saresh, heir to the family fortune. To celebrate Guun Han's acceptance into the Order, his father commissioned the crafting of a powerful headband: the Circlet of Saresh. To prevent this spectacular gift from leading his son down the path of arrogance and pride - an all too real possibility given the Saresh family history - the circlet was fashioned so that only one who is a true servant of the light can use it. The circlet was in Gunn Han's possession when he disappeared shortly after the time of the Great Hunt.

Bindo's Band

 * 10% vs. Dark Side
 * Damage Immunity: 10% vs. Light Side
 * +3

It is unknown whether this simple band was ever owned by the reclusive Jedi, but it is likely that Jolee would have appreciated its ability to help one walk the line between the light and dark sides of the Force.

Force Shield

 * Resist 5/- vs. Dark Side
 * ../Saves/: Will +5
 * -6
 * -6
 * Force Resist: +24

This helmet shields the wearer's mind from the Force. It is so potent and successful at its goal that Force sensitives are severely disoriented when they wear it.

Force Focusing Visor

 * +1
 * +4
 * Regenerate Force Points: 2

Through means unknown, this visor helps the wearer clear their mind of distractions. It is especially potent when worn by a Force sensitive.

Light
The following require the - Light feat.

Stealth Field Enhancer

 * Feats Required:  - Light
 * Skills: +4

A specialized espionage unit designed to get the most out of a stealth field generator by improving the user's perception of the field while in Stealth Mode.

Bothan Perception Visor

 * Feats Required:  - Light
 * Skills: +3,  +2,  +2

Bothans treat information like any other resource, and invest a great deal in devices that help collect it. These Bothan visors are considered to be among the best in the galaxy.

Sonic Nullifiers

 * Feats Required:  - Light
 * Resist 10/- vs. Sonic

Replacing bulky ear protection, these items make use of newly developed counterwave-nullifiers, an innovation pioneered by shipyard workers, not the military.

Bothan Sensory Visor

 * Feats Required:  - Light
 * Immunity:
 * Skills: +4,  +3,  +3

Bothans place great importance on the tools of the information trade. They would consider these items to be of average quality, though their standards are exceptionally high.

Absorption Visor

 * Feats Required:  - Light
 * Bonus: 1
 * 15% vs. Electrical, Energy
 * Damage Immunity: 75% vs. Ion
 * Damage Immunity: 90% vs. Sonic

A high-tech, combat-oriented modification of simple sonic nullifiers, this device provides near immunity to both sonic and ion attacks.

Medium
The following require the - Medium feat.

Shielding Visor

 * Feats Required: - Medium
 * Bonus: 1
 * 5% vs. Electrical, Energy, Ion

Intersystem travel is commonplace, but the inherent dangers should not be forgotten, especially in times of war. Many consider these to be essential equipment for spacefarers.

Arkanian Blinders

 * Feats Required: - Medium
 * Bonus: 1
 * 10% vs. Fire
 * Immunity:

Due to their high-sensitivity to infrared light, Arkanians developed IR Blinders for when they travel to worlds with suns that are high in such light emissions. This technology was adapted to filter out excessive amounts of any electro-magnetic energies, thus preventing any "ocular-overload".

Consciousness Helm

 * Feats Required: - Medium
 * Bonus: 1
 * +2

This helmet's name is derived not from any cerebral effect, but on its ability to help keep its wearer conscious.

Rebreather Mask

 * Feats Required: - Medium
 * Immunity:
 * +1
 * 1

A solid improvement of the standard Breath Mask, the Rebreather also adds vigor-enhancing airborne stimulants to the regulated oxygen stream.

Stabilizer Mask

 * Feats Required: - Medium
 * Immunity:
 * ../Saves/: All +2

This mask uses micro-bursts of electricity to regulate the user's mental patterns. It effectively fortifies both mind and body against attack.

Enchanced Shielding Visor

 * Feats Required: - Medium
 * Bonus: 3
 * 15% vs. Electrical, Energy, Ion

A vastly improved version of the inexpensive shielding visor, this premium helmet provides physical protection from a variety of sources.

Heavy
The following requires the - Heavy feat.

Sith Mask
Feats Required: - Heavy
 * Immunity:
 * Bonus Feat: : Lightsaber
 * Regenerate Force Points: 1

This mask blocks outside mental influence and other sensory noise, allowing the user to focus their abilities inward with no distraction.