Star Wars VOIP character sheets
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#1 Star Wars VOIP character sheets
[SW:S Talents & Feats] | [SW:S Force Powers & Starship Maneuvers]
Basic Info:
Name: Kel Muldoon
Species: Human
Levels: 7 Soldier
HP: 97
=-=-=-=-=-=-=-=-=-=
Attributes: (after editing stats, per Hotfoot)
STR: 10 (+0)
DEX: 15 (+2)
CON: 12 (+1)
INT: 12 (+1)
WIS: 16 (+3)
CHA: 14 (+2)
=-=-=-=-=-=-=-=
Hailing originally from Kilia, Kel was originally picked from a poor servant family due to his talent with the Force, as well as being a strong and healthy boy. He was a bright lad, and took to his studies with diligence when offered the chance. Due to his natural talent and diligence, he was fast on his way to becoming one of the elite Rangers when his rival, Yedri Losh, killed both his own teacher as well as Kel's, and fled offworld.
Kilia was isolated from the rest of the galaxy for many centuries, causing the Jedi tradition there to change over time into the Rangers' present form - this also meant spaceworthy ships were a scarcity, to put it mildly, as such technology was not taught on Kilia, and hadn't been for centuries.
Swearing revenge, as well as to follow his teacher's last instruction (which was "Learn about this wide universe - always hold Kilia in your heart, but your destiny in your hands and feet"), he found a barely-working ship thanks to a clue his teacher had left him as he died, and followed his antagonist offworld. Unfortunately, his lack of familiarity with the galaxy at large led to him being caught by a Empire slave ship.
Though he decided to portrays himself as a simple thug to hide his Force Sensitive nature, he tries to learn all he can while trying to blend in, with varied success.
As far as his point of view about the Force, Kel originally agreed with the Jedi about how the Light and the Dark sides of the Force work - however, given his own experiences, as well as seeing his antagonist embracing the Dark side, he has decided to follow a more measured and balanced path of the Force in his efforts to understand the Force and his place with it. It is this focus and point of view that will lead to him chasing his destiny, out amongst the stars.
Destiny: Create Jedi Ranger Order (Education)
It is Kel's destiny to found a long-term and prolific order of Force-users, not beholden to or officially affiliated with any government, achieving what he believes was the Jedi Order's original credo - to act as advisors, diplomats, and counselors, protecting and defending the galaxy at large from dangers if necessary with the Way of the Gun.
Destiny Bonus: For 24 hours, you and all allies within 10 squares gain a +1 destiny bonus on all skill checks and ability checks.
Destiny Penalty: You take a -2 penalty on all skill checks for 24 hours.
Destiny Fulfilled: You gain a permanent +5 destiny bonus on checks made with one class skill of your choice.
=-=-=-=-=-=-=-=-=-=
Force Points: 8
Destiny Points: 4
Base Attack Bonus: +7 (lvl 7 Soldier)
=-=-=-=-=-=-=-=-=-=
Defenses:
22 REFLEX: (base 10 +7 armor bonus +2 DEX bonus +1 soldier defenses +1 armored defense (1/2 dexterity bonus))
22 FORTITUDE: (10 + 7 clvl + 1 CON bonus + 2 armor bonus +2 soldier defenses)
20 WILL: (10 + 3 WIS bonus + 7 clvl)
=-=-=-=-=-=-=-=-=-=
Skills:
+15 Use the Force (CHA): (5 skilled + 5 focus + 2 CHA bonus + 3 lvl/2)
+13 Perception (WIS): (5 skilled + 3 WIS bonus + 3 lvl/2 + 2 helmet)
+10 Pilot (DEX): (5 skilled + 2 DEX bonus + 3 lvl/2)
+10 Initiative (DEX): (5 skilled + 2 DEX bonus + 3 lvl/2)
+11 Treat Injury (WIS): (5 skilled + 3 WIS bonus + 3 lvl/2)
=-=-=-=-=-=-=-=-=-=
Feats:
Force Sensitivity
Weapon Proficiency (Pistols)
Weapon Proficiency (Rifle)
Weapon Proficiency (Simple Weapons)
Armor Proficiency (Light)
Armor Proficiency (Medium)
Force Training [Surge, Force Slam, Battle Strike, Vital Transfer]
Skill Focus: Use The Force (class clvl 2 Soldier feat)
Vehicular Combat (clvl3 feat)
Point Blank Shot (lvl4 Soldier feat)
Far Shot (lvl6 Soldier feat)
Force Training [Farseeing, Negate Energy, Battle Strike, Intercept]
Armored Defense (+1/2 reflex Defense when in armor)
=-=-=-=-=-=-=-=-=-=
Talents:
Siang Lance Mastery: (acts as Weapon Focus: Siang Lance, treats Lance as rifle)
Shield Gauntlet Defense: (+2 reflex def to one attack/round)
Shield Gauntlet Deflect: (1/round as reaction, can negate a ranged attack with a UtF check, DC = attack roll of shot being Deflected. You can spend a Force Point to use this talent to negate a ranged attack against an adjacent character. You can also use this talent against autofire - if the check succeeds, you take half damage if the attack hits and no damage if it misses.)
=-=-=-=-=-=-=-=-=-=
Extra Bonuses:
Soldier Defense Bonuses (+1 to Reflex Defense, +2 to Fortitude Defense)
=-=-=-=-=-=-=-=-=-=
Force Powers:
Force Slam: (6 Cone, 4d6 Damage, UTF vs. Fort) +2d6 with Force Point
Surge: (DC 10, +10 Jump +2 Speed every 5 points) +1 Margin of Success with Force Point
Battle Strike: (swift action to use; DC15 - gain a +1 Force bonus on your next attack roll and deal +1d6 points of damage if the attack hits. DC20 - As 15, but deal +2d6 damage. DC25 - As 15, but deal +3d6 damage. Burn Force Point for additional +2d6 damage) (2x per encounter)
Farseeing: DC of creature's Will Def. - failure gives no information, and you cannot use this power against the same target for another 24 hours. Success tells you whether the creature is alive or dead, a vague sense of the creature's immediate surroundings, what its currently doing, and any strong emotions that it may be presently feeling. A dead creature has a Will Def. of 30 for purposes of this Force power.
Special: If you successfully use this power, you may spend a Force Point to get a clear mental image of the creature's surroundings, as well as all other objects and creatures within 6 squares of the targeted creature.
Negate Energy: Make a UtF check - if the result equals or exceeds the damage dealt by an energy weapon, the attack is negated and you take no damage. If your check result is less than the amount of damage dealt, you fail to negate the attack and take damage as normal.
Vital Transfer: The result of your UtF check determines the effect, if any: DC15 - the target heals HP equal to 2x its character level. DC20 - the target heals HP equal to 3x its character level. DC25 - the target heals HP equal to 4x its character level. Each time you use Vital Transfer, you take half as much damage as you heal (rounded down).
Note: You may spend a Force Point to avoid taking any damage when you use this Force power. You may spend a Destiny Point to move the target +5 steps up the condition track in addition to healing it normally.
Intercept: Make a UtF check - if it equals or exceeds the attack roll result of the incoming attack (including all modifiers), you negate the attack against you.
Note: You can use this power to negate an object being used as a projectile weapon with the Move Light Object application of the UtF skill, or the Force power Move Object. In both cases, the DC for your UtF check is equal to the UtF check made by the enemy targeting you with the projectile. If you are successful, the object being used as a projectile weapon does not hit you and deals no damage to you. Additionally, if the object was moved with the Force power Move Object, the activator of that power can no longer maintain the Move Object effect on that object. You can spend a Force Point to use this power to intercept some of the barrage of shots from a ranged weapon set on autofire. If you succeed on the UtF check, you take half damage if the autofire attack hits and no damage if the attack misses.
=-=-=-=-=-=-=-=-=-=
Languages: Basic, (+1 lang)
=-=-=-=-=-=-=-=-=-=
Items:
Light Powered Armor (+4 to Reflex Def., +2 to Fortitude Def., +2 to Perception checks, low-light vision, vacuum-sealed, built-in equipment)
Armored Flightsuit (+5 to Reflex Def., +2 to Fortitude Def.)
Shield Gauntlet
=-=-=-=-=-=-=-=-=-=
Weapons:
Siang Lance (3d8, Stun Damage (Yes), Rate of Fire (Single), 4kg, Energy, Illegal/Rare), modified to give +5 to damage
=-=-=-=-=-=-=-=-=-=
Extra Items: Mesh tape, 1 extra power pack (for Siang Lance), power recharger, spacer's chest (kept on ship), vacuum survival pouch
Droid Companion:
R3-H3 "Romeo"
Quirk: Sullen
Stats: Initiative +3, Perception +3, Darkvision
Languages: Basic, Binary, (2 additional)
Defenses: Ref 13, Fort 8, Will 10
HP 7, Threshold 8
Feats: Skill Focus (Mechanics, Use Computer), Skill Training (Perception), Toughness, Weapon Proficiency (simple weapons)
Skills: Mechanics +14, Perception +1, Initiative +1, Pilot +8, Stealth +8, Use Computer +12
Systems: Wheeled Locomotion, walking locomotion, flying locomotion (limited), magnetic feel, heuristic processor, 6 tool appendages, 1 claw appendage, diagnostics package, internal storage (2 kg), encrypted comm systems, Vocabulator, Improved Sensors
=-=-=-=-=-=-=-=-=-=
Combat Section:
Siang Lance:
To-hit (per shot): +10 (Base Attack Bonus[+7] + Siang Lance Mastery [+1] + Dex Bonus [+2])
To-hit (melee): +8 (Base Attack Bonus[+7] + Siang Lance Mastery [+1] + Str Bonus [+0])
Damage (per shot): 3d8 +5 (+3 from Tech. Specialist Damage Bonus)
Damage (melee): 1d8 +2
Armor:
GTU AV-15 Scout Armor: +7 to REF, +2 to FOR (+3 max Dex bonus)
- Helmet package (+2 on Perception checks, low-light vision, hands-free commlink with encryption)
- Diagnostics System
- Vacuum Seals
- Repulsorlift (no noise, no heat, no flames - but 4 square speed instead of 6)
- Integrated Equipment (5 total - medpack, electro-binoculars, liquid rope, glow rod, one extra)
Shield Gauntlet:
- Shield Gauntlet Defense: 1/round - +2 to Reflex Def. vs. one attack per round, cannot be flat-footed
- Shield Gauntlet Deflect: 1/round - UtF check vs. ranged attack; equal or exceed incoming attack roll, and shot is deflected)
=-=-=-=-=-=-=-=-=-=
Starfighter Section:
Type: Incom T-65B X-wing
Size: Gargantuan
Initiative: +7, Perception: +6
Defenses: Ref 18 (flat-footed 12), Fort 26, +7 armor, Vehicular Combat
HP: 120, DR: 10, SR: 25, Threshold: 46
Speed: fly 16 squares (max. velocity 1050 km/h), fly 5 squares (starship scale)
Abilities: Str 42, Dex 22, Con --, Int 16
Skills: Initiative +7, Mechanics +6 (+13*), Perception +6 (+3*), Pilot +7, Use Computer +6 (+13*) (* = with astromech droid "Romeo")
Base Attack: +2, Group: +33
Hyperdrive: x1 (10 jump memory + astromech droid "Romeo")
Cargo: 110 kg.; Consumables: 1 week; Carried Craft: zero; Payload: 6 proton torpedoes
Crew: 1 plus astromech droid "Romeo" Passengers: none
Weapons:
Laser Cannons: +7 attack (+2 autofire), Damage: 6d10x2
Proton Torpedoes: +7, Damage: 9d10x2 (4-square splash, fire-link)
LVL 7 - Build Siang Lance
=-=-=-=-=-=-=-=-=-=
Credits: 1,057,450
(now has parts for new siang lance & shield gauntlet, pulse charger, shield generator sr10, and holoshroud)
=-=-=-=-=-=-=-=-=-=
EXP:
current XP: 25600
XP to next lvl: 28000
250xp - prelude adventure
350xp - 2nd adventure
200xp - 3rd adventure
300xp - 4th adventure (1100 total, now lvl 2 with 1900 to lvl 3)
600xp - 5th adv. (1300 to lvl 3)
400xp - 6th adv (prelude of arch-nemesis)
400xp - 7th adventure (meet archnemesis, piss off an entire station's security)
500xp - 8th adventure (progress on space station) (hit lvl 3)
600xp - 9th adventure (no more Hybridium for you lulz)
500xp - 10th adventure (meet the Hutt, sell some Hybridium, get into trouble)
400xp - 11th adventure (catch & release, get X-wing and R3)
===
Interim Edit - got approval from GM to change Kel from Jedi to Soldier; added Initiative as a trained skill, added extra Soldier Feats)
====
TBC - 12th adventure (break into podunk Imperial base & cause havoc, part 1)
800xp - TBC - 13th adventure (finish causing havoc inside base, steal Imperial Citadel ship, rescue Rebels, escape)
700xp - 14th adventure (smash, grab & rescue on space station)
1000xp - 15th adventure (leave the station, and find Captain Rossen...in charge of a fucking Imp. Strike Cruiser)
500xp - 16th adventure, in progress, GOT APPRENTICE (unofficially)
700xp - 17th adventure, causing trouble and watching Erik schmooze his way to getting a cloaking device
1200xp - 19th adventure (made an Interdictor our bitch)
600xp - 20th adventure (seriously made an Interdictor our bitch)
1200xp - 21st, 22nd adventure (FIND KYLE)
1900xp - 23rd & 24th adventure (FIND KYLE, put down some droid bitches)
1200xp - 25th adv. pick on planetary invaders and scatter them like flies
600xp - 26th adv., finish up invaders, settle up money at Sullust
400xp - 27th adv. - In Progress With Our Heroes
300xp - 28th adv. - went to bar, got shot at
600xp - 29th adv. - wheelin' & dealin', and nobody got shot
700xp - 30th adv. - progress with datamining
500xp - 31st adv. - clear some corridors
800xp - 32nd adv. - swoop pilot's loyalty mission
1500xp - 33rd adv. - lvl 7 - part 2 of Imperial raid
1500xp - 34th - much evade, avoid, and SNEAK
--- - Edited character stats to reflect new stat generation, added new skill (Treat Injury), and two new force powers (Vital Transfer, Intercept).
1200xp - 35th - managed to get off-planet at last, found furry spy
1100xp - 36th - preparing for assault on Imperial facility, prepare for making own Siang Lance & shield gauntlet
Basic Info:
Name: Kel Muldoon
Species: Human
Levels: 7 Soldier
HP: 97
=-=-=-=-=-=-=-=-=-=
Attributes: (after editing stats, per Hotfoot)
STR: 10 (+0)
DEX: 15 (+2)
CON: 12 (+1)
INT: 12 (+1)
WIS: 16 (+3)
CHA: 14 (+2)
=-=-=-=-=-=-=-=
Hailing originally from Kilia, Kel was originally picked from a poor servant family due to his talent with the Force, as well as being a strong and healthy boy. He was a bright lad, and took to his studies with diligence when offered the chance. Due to his natural talent and diligence, he was fast on his way to becoming one of the elite Rangers when his rival, Yedri Losh, killed both his own teacher as well as Kel's, and fled offworld.
Kilia was isolated from the rest of the galaxy for many centuries, causing the Jedi tradition there to change over time into the Rangers' present form - this also meant spaceworthy ships were a scarcity, to put it mildly, as such technology was not taught on Kilia, and hadn't been for centuries.
Swearing revenge, as well as to follow his teacher's last instruction (which was "Learn about this wide universe - always hold Kilia in your heart, but your destiny in your hands and feet"), he found a barely-working ship thanks to a clue his teacher had left him as he died, and followed his antagonist offworld. Unfortunately, his lack of familiarity with the galaxy at large led to him being caught by a Empire slave ship.
Though he decided to portrays himself as a simple thug to hide his Force Sensitive nature, he tries to learn all he can while trying to blend in, with varied success.
As far as his point of view about the Force, Kel originally agreed with the Jedi about how the Light and the Dark sides of the Force work - however, given his own experiences, as well as seeing his antagonist embracing the Dark side, he has decided to follow a more measured and balanced path of the Force in his efforts to understand the Force and his place with it. It is this focus and point of view that will lead to him chasing his destiny, out amongst the stars.
Destiny: Create Jedi Ranger Order (Education)
It is Kel's destiny to found a long-term and prolific order of Force-users, not beholden to or officially affiliated with any government, achieving what he believes was the Jedi Order's original credo - to act as advisors, diplomats, and counselors, protecting and defending the galaxy at large from dangers if necessary with the Way of the Gun.
Destiny Bonus: For 24 hours, you and all allies within 10 squares gain a +1 destiny bonus on all skill checks and ability checks.
Destiny Penalty: You take a -2 penalty on all skill checks for 24 hours.
Destiny Fulfilled: You gain a permanent +5 destiny bonus on checks made with one class skill of your choice.
=-=-=-=-=-=-=-=-=-=
Force Points: 8
Destiny Points: 4
Base Attack Bonus: +7 (lvl 7 Soldier)
=-=-=-=-=-=-=-=-=-=
Defenses:
22 REFLEX: (base 10 +7 armor bonus +2 DEX bonus +1 soldier defenses +1 armored defense (1/2 dexterity bonus))
22 FORTITUDE: (10 + 7 clvl + 1 CON bonus + 2 armor bonus +2 soldier defenses)
20 WILL: (10 + 3 WIS bonus + 7 clvl)
=-=-=-=-=-=-=-=-=-=
Skills:
+15 Use the Force (CHA): (5 skilled + 5 focus + 2 CHA bonus + 3 lvl/2)
+13 Perception (WIS): (5 skilled + 3 WIS bonus + 3 lvl/2 + 2 helmet)
+10 Pilot (DEX): (5 skilled + 2 DEX bonus + 3 lvl/2)
+10 Initiative (DEX): (5 skilled + 2 DEX bonus + 3 lvl/2)
+11 Treat Injury (WIS): (5 skilled + 3 WIS bonus + 3 lvl/2)
=-=-=-=-=-=-=-=-=-=
Feats:
Force Sensitivity
Weapon Proficiency (Pistols)
Weapon Proficiency (Rifle)
Weapon Proficiency (Simple Weapons)
Armor Proficiency (Light)
Armor Proficiency (Medium)
Force Training [Surge, Force Slam, Battle Strike, Vital Transfer]
Skill Focus: Use The Force (class clvl 2 Soldier feat)
Vehicular Combat (clvl3 feat)
Point Blank Shot (lvl4 Soldier feat)
Far Shot (lvl6 Soldier feat)
Force Training [Farseeing, Negate Energy, Battle Strike, Intercept]
Armored Defense (+1/2 reflex Defense when in armor)
=-=-=-=-=-=-=-=-=-=
Talents:
Siang Lance Mastery: (acts as Weapon Focus: Siang Lance, treats Lance as rifle)
Shield Gauntlet Defense: (+2 reflex def to one attack/round)
Shield Gauntlet Deflect: (1/round as reaction, can negate a ranged attack with a UtF check, DC = attack roll of shot being Deflected. You can spend a Force Point to use this talent to negate a ranged attack against an adjacent character. You can also use this talent against autofire - if the check succeeds, you take half damage if the attack hits and no damage if it misses.)
=-=-=-=-=-=-=-=-=-=
Extra Bonuses:
Soldier Defense Bonuses (+1 to Reflex Defense, +2 to Fortitude Defense)
=-=-=-=-=-=-=-=-=-=
Force Powers:
Force Slam: (6 Cone, 4d6 Damage, UTF vs. Fort) +2d6 with Force Point
Surge: (DC 10, +10 Jump +2 Speed every 5 points) +1 Margin of Success with Force Point
Battle Strike: (swift action to use; DC15 - gain a +1 Force bonus on your next attack roll and deal +1d6 points of damage if the attack hits. DC20 - As 15, but deal +2d6 damage. DC25 - As 15, but deal +3d6 damage. Burn Force Point for additional +2d6 damage) (2x per encounter)
Farseeing: DC of creature's Will Def. - failure gives no information, and you cannot use this power against the same target for another 24 hours. Success tells you whether the creature is alive or dead, a vague sense of the creature's immediate surroundings, what its currently doing, and any strong emotions that it may be presently feeling. A dead creature has a Will Def. of 30 for purposes of this Force power.
Special: If you successfully use this power, you may spend a Force Point to get a clear mental image of the creature's surroundings, as well as all other objects and creatures within 6 squares of the targeted creature.
Negate Energy: Make a UtF check - if the result equals or exceeds the damage dealt by an energy weapon, the attack is negated and you take no damage. If your check result is less than the amount of damage dealt, you fail to negate the attack and take damage as normal.
Vital Transfer: The result of your UtF check determines the effect, if any: DC15 - the target heals HP equal to 2x its character level. DC20 - the target heals HP equal to 3x its character level. DC25 - the target heals HP equal to 4x its character level. Each time you use Vital Transfer, you take half as much damage as you heal (rounded down).
Note: You may spend a Force Point to avoid taking any damage when you use this Force power. You may spend a Destiny Point to move the target +5 steps up the condition track in addition to healing it normally.
Intercept: Make a UtF check - if it equals or exceeds the attack roll result of the incoming attack (including all modifiers), you negate the attack against you.
Note: You can use this power to negate an object being used as a projectile weapon with the Move Light Object application of the UtF skill, or the Force power Move Object. In both cases, the DC for your UtF check is equal to the UtF check made by the enemy targeting you with the projectile. If you are successful, the object being used as a projectile weapon does not hit you and deals no damage to you. Additionally, if the object was moved with the Force power Move Object, the activator of that power can no longer maintain the Move Object effect on that object. You can spend a Force Point to use this power to intercept some of the barrage of shots from a ranged weapon set on autofire. If you succeed on the UtF check, you take half damage if the autofire attack hits and no damage if the attack misses.
=-=-=-=-=-=-=-=-=-=
Languages: Basic, (+1 lang)
=-=-=-=-=-=-=-=-=-=
Items:
Light Powered Armor (+4 to Reflex Def., +2 to Fortitude Def., +2 to Perception checks, low-light vision, vacuum-sealed, built-in equipment)
Armored Flightsuit (+5 to Reflex Def., +2 to Fortitude Def.)
Shield Gauntlet
=-=-=-=-=-=-=-=-=-=
Weapons:
Siang Lance (3d8, Stun Damage (Yes), Rate of Fire (Single), 4kg, Energy, Illegal/Rare), modified to give +5 to damage
=-=-=-=-=-=-=-=-=-=
Extra Items: Mesh tape, 1 extra power pack (for Siang Lance), power recharger, spacer's chest (kept on ship), vacuum survival pouch
Droid Companion:
R3-H3 "Romeo"
Quirk: Sullen
Stats: Initiative +3, Perception +3, Darkvision
Languages: Basic, Binary, (2 additional)
Defenses: Ref 13, Fort 8, Will 10
HP 7, Threshold 8
Feats: Skill Focus (Mechanics, Use Computer), Skill Training (Perception), Toughness, Weapon Proficiency (simple weapons)
Skills: Mechanics +14, Perception +1, Initiative +1, Pilot +8, Stealth +8, Use Computer +12
Systems: Wheeled Locomotion, walking locomotion, flying locomotion (limited), magnetic feel, heuristic processor, 6 tool appendages, 1 claw appendage, diagnostics package, internal storage (2 kg), encrypted comm systems, Vocabulator, Improved Sensors
=-=-=-=-=-=-=-=-=-=
Combat Section:
Siang Lance:
To-hit (per shot): +10 (Base Attack Bonus[+7] + Siang Lance Mastery [+1] + Dex Bonus [+2])
To-hit (melee): +8 (Base Attack Bonus[+7] + Siang Lance Mastery [+1] + Str Bonus [+0])
Damage (per shot): 3d8 +5 (+3 from Tech. Specialist Damage Bonus)
Damage (melee): 1d8 +2
Armor:
GTU AV-15 Scout Armor: +7 to REF, +2 to FOR (+3 max Dex bonus)
- Helmet package (+2 on Perception checks, low-light vision, hands-free commlink with encryption)
- Diagnostics System
- Vacuum Seals
- Repulsorlift (no noise, no heat, no flames - but 4 square speed instead of 6)
- Integrated Equipment (5 total - medpack, electro-binoculars, liquid rope, glow rod, one extra)
Shield Gauntlet:
- Shield Gauntlet Defense: 1/round - +2 to Reflex Def. vs. one attack per round, cannot be flat-footed
- Shield Gauntlet Deflect: 1/round - UtF check vs. ranged attack; equal or exceed incoming attack roll, and shot is deflected)
=-=-=-=-=-=-=-=-=-=
Starfighter Section:
Type: Incom T-65B X-wing
Size: Gargantuan
Initiative: +7, Perception: +6
Defenses: Ref 18 (flat-footed 12), Fort 26, +7 armor, Vehicular Combat
HP: 120, DR: 10, SR: 25, Threshold: 46
Speed: fly 16 squares (max. velocity 1050 km/h), fly 5 squares (starship scale)
Abilities: Str 42, Dex 22, Con --, Int 16
Skills: Initiative +7, Mechanics +6 (+13*), Perception +6 (+3*), Pilot +7, Use Computer +6 (+13*) (* = with astromech droid "Romeo")
Base Attack: +2, Group: +33
Hyperdrive: x1 (10 jump memory + astromech droid "Romeo")
Cargo: 110 kg.; Consumables: 1 week; Carried Craft: zero; Payload: 6 proton torpedoes
Crew: 1 plus astromech droid "Romeo" Passengers: none
Weapons:
Laser Cannons: +7 attack (+2 autofire), Damage: 6d10x2
Proton Torpedoes: +7, Damage: 9d10x2 (4-square splash, fire-link)
LVL 7 - Build Siang Lance
=-=-=-=-=-=-=-=-=-=
Credits: 1,057,450
(now has parts for new siang lance & shield gauntlet, pulse charger, shield generator sr10, and holoshroud)
=-=-=-=-=-=-=-=-=-=
EXP:
current XP: 25600
XP to next lvl: 28000
250xp - prelude adventure
350xp - 2nd adventure
200xp - 3rd adventure
300xp - 4th adventure (1100 total, now lvl 2 with 1900 to lvl 3)
600xp - 5th adv. (1300 to lvl 3)
400xp - 6th adv (prelude of arch-nemesis)
400xp - 7th adventure (meet archnemesis, piss off an entire station's security)
500xp - 8th adventure (progress on space station) (hit lvl 3)
600xp - 9th adventure (no more Hybridium for you lulz)
500xp - 10th adventure (meet the Hutt, sell some Hybridium, get into trouble)
400xp - 11th adventure (catch & release, get X-wing and R3)
===
Interim Edit - got approval from GM to change Kel from Jedi to Soldier; added Initiative as a trained skill, added extra Soldier Feats)
====
TBC - 12th adventure (break into podunk Imperial base & cause havoc, part 1)
800xp - TBC - 13th adventure (finish causing havoc inside base, steal Imperial Citadel ship, rescue Rebels, escape)
700xp - 14th adventure (smash, grab & rescue on space station)
1000xp - 15th adventure (leave the station, and find Captain Rossen...in charge of a fucking Imp. Strike Cruiser)
500xp - 16th adventure, in progress, GOT APPRENTICE (unofficially)
700xp - 17th adventure, causing trouble and watching Erik schmooze his way to getting a cloaking device
1200xp - 19th adventure (made an Interdictor our bitch)
600xp - 20th adventure (seriously made an Interdictor our bitch)
1200xp - 21st, 22nd adventure (FIND KYLE)
1900xp - 23rd & 24th adventure (FIND KYLE, put down some droid bitches)
1200xp - 25th adv. pick on planetary invaders and scatter them like flies
600xp - 26th adv., finish up invaders, settle up money at Sullust
400xp - 27th adv. - In Progress With Our Heroes
300xp - 28th adv. - went to bar, got shot at
600xp - 29th adv. - wheelin' & dealin', and nobody got shot
700xp - 30th adv. - progress with datamining
500xp - 31st adv. - clear some corridors
800xp - 32nd adv. - swoop pilot's loyalty mission
1500xp - 33rd adv. - lvl 7 - part 2 of Imperial raid
1500xp - 34th - much evade, avoid, and SNEAK
--- - Edited character stats to reflect new stat generation, added new skill (Treat Injury), and two new force powers (Vital Transfer, Intercept).
1200xp - 35th - managed to get off-planet at last, found furry spy
1100xp - 36th - preparing for assault on Imperial facility, prepare for making own Siang Lance & shield gauntlet
Last edited by rhoenix on Tue Nov 30, 2010 9:45 pm, edited 160 times in total.
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#2
My character has evolved a little beyond a pure tech and is more of a jack of all trades rogue sort. I'll get out the pure mechanical information now and get the fluff sometime tomorrow evening.
Tal Naliss
Mon Calamari Scoundrel 5/Soldier 1
Abilities
STR 10
DEX 13
CON 10
INT 16
WIS 17
CHA 10
Skills
Mechanics 11
Perception 16
Pilot 9
Use Computer 11
Knowledge (bureaucracy) 11
Knowledge (technology) 11
Initiative 9
Feats
Skill Focus (perception)
Far Shot
Weapon Proficiency (pistols)
Weapon Proficiency (simple weapons)
Weapon Proficiency (rifles)
Point Blank Shot
Quick Draw
Careful Shot
Precise Shot
Deadeye
Talents
Fortune's Favour
Spacehound
Starship Raider
Devastating Attack (rifle)
Languages
Basic
Mon Calamari
Huttese
Ryl
Binary
HP 52
Ref Def 19
Fort Def 18
Will Def 20
BAB 4
Equipment
Tool Kit (250)
Blaster pistol, heavy (750)
+Licence (150)
+Spring-loaded
+Double trigger
+Scope
Power pack, 2
Power recharger
Holster, hip
Comlink, short range, encrypted
Mesh tape
Stun baton
Holster, concealed
Demolition charges, 6
Frag grenades, 2
Vacuum survival pouch
Spacer chest
2-1B Medical droid
+Locked access
+Magnetic feet
+Secondary battery
+Darkvision
+Translator unit (DC 5)
240235 credits remaining
Background info
Like many of the Mon Calamari, the Imperial Era saw Tal Naliss forced into slavery, although where many of his older fellows were drafted for their technical skills, Tal was taken at a young age simply because the slavers could. Sold as a 'pet' to a minor Twi'lek gangster in Hutt space, Tal spent his early years as a servant for the gang, doing miscellaneous odd jobs, often serving as a look out. As he grew older he was often given tasks more suited to his keen mind such as the maintenance of his master's equipment and the processing of the various tasks the lazy Twi'lek couldn't be bothered to do. As he reached adolescence Tal was deemed trusted enough that he could watch his master's back with a gun and chaffuer him around. The detonator in his head linked to his master's vital signs were additional inducement to behave. Quiet and observant, Tal bid his time and learned, particularly of his master's greatest weakness, an addiction to gambling and sabacc in particular. When the time came, he managed to engineer his inclusion into a game of sabacc with his master and his master's boss, a minor Hutt crimelord named Jylla. In the course of the game he won his freedom and transferred much of his master's wealth to himself and Jylla. Amused by the spectacle, the Hutt let him live to keep his freedom. As for his former master, the unlucky Twi'lek was forced to provide one last 'spectacle' for his boss as punishment for going too heavily in debt at the gambling table.
Now free, Tal has wandered as far from Hutt space as he can, making his way via odd jobs or cleaning out the less patient and observant in the casinos and gambling halls of the galaxy. He dreams of one day earning enough to have his own ship and be truly free to go where he pleases, but for the moment he has decided to subsume his more mercenary bent towards aiding the Rebellion against the Empire that allowed him to be enslaved in the first place.
EDIT: Updated to reflect current status
Tal Naliss
Mon Calamari Scoundrel 5/Soldier 1
Abilities
STR 10
DEX 13
CON 10
INT 16
WIS 17
CHA 10
Skills
Mechanics 11
Perception 16
Pilot 9
Use Computer 11
Knowledge (bureaucracy) 11
Knowledge (technology) 11
Initiative 9
Feats
Skill Focus (perception)
Far Shot
Weapon Proficiency (pistols)
Weapon Proficiency (simple weapons)
Weapon Proficiency (rifles)
Point Blank Shot
Quick Draw
Careful Shot
Precise Shot
Deadeye
Talents
Fortune's Favour
Spacehound
Starship Raider
Devastating Attack (rifle)
Languages
Basic
Mon Calamari
Huttese
Ryl
Binary
HP 52
Ref Def 19
Fort Def 18
Will Def 20
BAB 4
Equipment
Tool Kit (250)
Blaster pistol, heavy (750)
+Licence (150)
+Spring-loaded
+Double trigger
+Scope
Power pack, 2
Power recharger
Holster, hip
Comlink, short range, encrypted
Mesh tape
Stun baton
Holster, concealed
Demolition charges, 6
Frag grenades, 2
Vacuum survival pouch
Spacer chest
2-1B Medical droid
+Locked access
+Magnetic feet
+Secondary battery
+Darkvision
+Translator unit (DC 5)
240235 credits remaining
Background info
Like many of the Mon Calamari, the Imperial Era saw Tal Naliss forced into slavery, although where many of his older fellows were drafted for their technical skills, Tal was taken at a young age simply because the slavers could. Sold as a 'pet' to a minor Twi'lek gangster in Hutt space, Tal spent his early years as a servant for the gang, doing miscellaneous odd jobs, often serving as a look out. As he grew older he was often given tasks more suited to his keen mind such as the maintenance of his master's equipment and the processing of the various tasks the lazy Twi'lek couldn't be bothered to do. As he reached adolescence Tal was deemed trusted enough that he could watch his master's back with a gun and chaffuer him around. The detonator in his head linked to his master's vital signs were additional inducement to behave. Quiet and observant, Tal bid his time and learned, particularly of his master's greatest weakness, an addiction to gambling and sabacc in particular. When the time came, he managed to engineer his inclusion into a game of sabacc with his master and his master's boss, a minor Hutt crimelord named Jylla. In the course of the game he won his freedom and transferred much of his master's wealth to himself and Jylla. Amused by the spectacle, the Hutt let him live to keep his freedom. As for his former master, the unlucky Twi'lek was forced to provide one last 'spectacle' for his boss as punishment for going too heavily in debt at the gambling table.
Now free, Tal has wandered as far from Hutt space as he can, making his way via odd jobs or cleaning out the less patient and observant in the casinos and gambling halls of the galaxy. He dreams of one day earning enough to have his own ship and be truly free to go where he pleases, but for the moment he has decided to subsume his more mercenary bent towards aiding the Rebellion against the Empire that allowed him to be enslaved in the first place.
EDIT: Updated to reflect current status
Last edited by Academia Nut on Wed Jun 02, 2010 5:31 pm, edited 8 times in total.
- Stofsk
- Secret Agent Man
- Posts: 1710
- Joined: Mon Jun 13, 2005 4:46 pm
- 19
- Location: Melbourne, Australia
- Contact:
#3
Human Rebel Fighter pilot. Soldier 6/Scout 1.
Lieutenant Antares Langley. Age 20. Brown hair, brown eyes. Athletic build, 175cm tall. Came from a Pelagic farming/commerce world in the Mon Calamari sphere of influence (Swim as Human bonus skill, and can speak Mon Cal and Bocce). Family were traders with their own freighter. An Imperial strike caused massive disruption and loss of life, and Antares lost contact with his parents and sister. He has no idea whether they are alive or dead (he was off-world at the time). Joined the Rebellion shortly thereafter and became a pilot. Was present at the Battle of Endor in an X-wing and survived to tell the tale. Can be hot-headed.
Abilities
STR 14 (+2)
DEX 15 (+2)
CON 14 (+2)
INT 15 (+2)
WIS 10
CHA 12 (+1)
Skills
Pilot +15 (+16 in space)
Stealth +10 (+20 w/Camo Scout armour and reflec shadowskin upgrade)
Initiative +10 (+16 in space using a pilot check)
Use Computer +10
Swim +10
Endurance +10
Perception +8 (+10 w/helmet package, +15 with ambient aural amplifier, +10 in space)
Feats
Armour Proficiency (Light)
Armour Proficiency (Medium)
Weapon Proficiency (Pistols)
Weapon Proficiency (Rifles)
Weapon Proficiency (Simple)
Dodge (+1 to reflex save)
Vehicular Combat
Skill Focus (Pilot)
Skill Training (Stealth) (bonus Scout level 1 feat)
Point Blank Shot
Far Shot
Starship Tactics
Talents
Armoured Defence
Evasion
Improved Armoured Defence
Ambush Specialist
Languages
Basic
Bocce
Mon Cal
HP 102
Fort Def 21 or 23 (+2 class, +2 con, +7 heroic level, +2 with armour)
Ref Def 24 or 25 (+2 class, +2 dex, +1 dodge, +7 heroic level, bonus from armour is halved, either a 2 or a 3 depending on which one is worn)
Will Def 17 (+7 heroic level)
BAB +6
Damage +3
Melee attacks +8
All ranged attacks assume Antares is using his custom blaster carbine with pulse charger
Single attack +8 (+7 if target is beyond point blank range)
Rapid shot attacks +6 (+5 if target is beyond PBR)
Autofire attacks +3 (+2 if target is beyond PBR)
Equipment
Flight Suit (Rebel issue, +1 Fort)
Starfighter (Rebel issue, X-wing)
Astromech (Rebel issue, nickname Cash)
Blaster pistol 500 credits
Blaster carbine 900 credits (3d8 dmg, inaccurate at long ranges except when using the scope)
w/pulse charger 2000 credits (-1 to attk, +1 to dmg per dmg dice)
w/computerised interface scope 2000 credits
Hip holster 25 credits
Combat gloves 250 credits
Power generator 100 credits
Power packs x8 800 credits
Commlink (short) 25 credits
Armoured Flight Suit 4000 credits
Camo Scout Armour 18000 credits upgraded with reflec shadowskin 20000 credits
w/helmet package 4000 credits + electrobinocular upgrade 1000 credits
w/integrated equipment x5 slots 1000 credits
w/vacuum seals 2000 credits
w/encrypted commlink 2500 credits
w/ambient aural amplifier 3000 credits (+5 to perception)
w/liquid cable dispenser 10 credits
w/medpac 100 credits
w/communications scanner 1000 credits (use computer check to analyse, scan and record communications)
New equipment cost: 56,610 credits
Total credits remainings: 1,160,890 credits
xp: 25600
Lieutenant Antares Langley. Age 20. Brown hair, brown eyes. Athletic build, 175cm tall. Came from a Pelagic farming/commerce world in the Mon Calamari sphere of influence (Swim as Human bonus skill, and can speak Mon Cal and Bocce). Family were traders with their own freighter. An Imperial strike caused massive disruption and loss of life, and Antares lost contact with his parents and sister. He has no idea whether they are alive or dead (he was off-world at the time). Joined the Rebellion shortly thereafter and became a pilot. Was present at the Battle of Endor in an X-wing and survived to tell the tale. Can be hot-headed.
Abilities
STR 14 (+2)
DEX 15 (+2)
CON 14 (+2)
INT 15 (+2)
WIS 10
CHA 12 (+1)
Skills
Pilot +15 (+16 in space)
Stealth +10 (+20 w/Camo Scout armour and reflec shadowskin upgrade)
Initiative +10 (+16 in space using a pilot check)
Use Computer +10
Swim +10
Endurance +10
Perception +8 (+10 w/helmet package, +15 with ambient aural amplifier, +10 in space)
Feats
Armour Proficiency (Light)
Armour Proficiency (Medium)
Weapon Proficiency (Pistols)
Weapon Proficiency (Rifles)
Weapon Proficiency (Simple)
Dodge (+1 to reflex save)
Vehicular Combat
Skill Focus (Pilot)
Skill Training (Stealth) (bonus Scout level 1 feat)
Point Blank Shot
Far Shot
Starship Tactics
- Ackbar Slash
- Devastating Hit
- Skywalker Loop
Talents
Armoured Defence
Evasion
Improved Armoured Defence
Ambush Specialist
Languages
Basic
Bocce
Mon Cal
HP 102
Fort Def 21 or 23 (+2 class, +2 con, +7 heroic level, +2 with armour)
Ref Def 24 or 25 (+2 class, +2 dex, +1 dodge, +7 heroic level, bonus from armour is halved, either a 2 or a 3 depending on which one is worn)
Will Def 17 (+7 heroic level)
BAB +6
Damage +3
Melee attacks +8
All ranged attacks assume Antares is using his custom blaster carbine with pulse charger
Single attack +8 (+7 if target is beyond point blank range)
Rapid shot attacks +6 (+5 if target is beyond PBR)
Autofire attacks +3 (+2 if target is beyond PBR)
Equipment
Flight Suit (Rebel issue, +1 Fort)
Starfighter (Rebel issue, X-wing)
Astromech (Rebel issue, nickname Cash)
Blaster pistol 500 credits
Blaster carbine 900 credits (3d8 dmg, inaccurate at long ranges except when using the scope)
w/pulse charger 2000 credits (-1 to attk, +1 to dmg per dmg dice)
w/computerised interface scope 2000 credits
Hip holster 25 credits
Combat gloves 250 credits
Power generator 100 credits
Power packs x8 800 credits
Commlink (short) 25 credits
Armoured Flight Suit 4000 credits
Camo Scout Armour 18000 credits upgraded with reflec shadowskin 20000 credits
w/helmet package 4000 credits + electrobinocular upgrade 1000 credits
w/integrated equipment x5 slots 1000 credits
w/vacuum seals 2000 credits
w/encrypted commlink 2500 credits
w/ambient aural amplifier 3000 credits (+5 to perception)
w/liquid cable dispenser 10 credits
w/medpac 100 credits
w/communications scanner 1000 credits (use computer check to analyse, scan and record communications)
New equipment cost: 56,610 credits
Total credits remainings: 1,160,890 credits
xp: 25600
Last edited by Stofsk on Tue Nov 30, 2010 9:45 pm, edited 27 times in total.
#4 Erik Zaar (Noble)
Information
Name: Erik Zaar
Real Name: Crown Prince Julian Cipriani
Species: Human
Class: Noble 6/Scout 1
Alliance Rank: Lieutenant* (Co-Leader)
HP: 56
Base Attack: +4
To Hit (Personal): +6 (ranged) and +4 (melee)
To Hit (Citadel): +9 (ranged)
Encumbrance: 25kg (50kg max)
Force Points: 8
Destiny Points: 3
Vital Stats
Gender: Male
Height: 1.81 meters
Hair Color: Copper (currently Black)
Eye Color: Green (currently Brown)
Attributes
STR: 10 (+0)
DEX: 14 (+2)
CON: 10 (+0)
INT: 16 (+3)
WIS: 12 (+1)
CHA: 16 (+3)
Languages
Basic
Binary
Bothan
Huttese
Ithorese
T'doshok
Rodian
Ryl
Defenses
REFLEX: 21
FORTITUDE: 18
WILL: 20
Skills
Persuasion (+16)
Deception (+16)
Gather Information (+16)
Mechanic (+16)
Use Computer (+11)
Knowledge [Technology] (+11)
Knowledge [Galactic Lore] (+11)
Initiative (+10)
Pilot (+10)
Stealth (+10)
Perception (+9)
Feats
Linguist
Weapon Proficiency (Pistols)
Weapon Proficiency (Simple Weapons)
Weapon Proficiency (Heavy Weapons)
Skill Focus (Persuasion)
Skill Focus (Deception)
Skill Focus (Mechanic)
Skill Focus (Gather Information)
Skill Training (Stealth)
Tech Specialist
Starship Designer
Talents
Connections
Wealth
Evasion
Double Agent
Weapons
Pistol, Heavy Blaster [$750-3d8-1.3kg-Energy-Military]
Pistol, Blaster hold out [$300-3d4-0.5kg-Energy-Illegal]
Grenade, Frag [$200-4d6-0.5kg-Slashing-Military]
Grenade, Ion [$250-4d6 ion-0.5kg-Energy (ion) - Restricted]
Carbine, Blaster [$900-3d8-S,A-2.2kg-Energy-Restricted]
Armageddon Gun* (Improved Damage +2 to damage rolls) [$2000-Varies-S-2.5kg-Military]
Gear
Encrypted Comlink, Long-Range w/ 3d holo capability (Wrist) [$6500]
Pocket Scrambler [$400]
Bandoleer [$100]
Liquid Cable Dispenser x 5 [$50]
Breath Mask [$200]
Credit Chip [$100]
Utility Belt [$500]
Holster, Hip [$25]
Holster, Concealed [$50]
All Temperature Cloak [$100]
Glow Rod [$10]
Mesh Tape [$5]
Grenade, Frag x 11 [$200 each]
Grenade, Ion x 2 [$500]
Grenade, Smoke x 2 [$400]
Explosive Charge x 10 [$3,000] (9 left)
Thermal Detonator x 3 [$12,000] (1 left)
Proximity Mines x 6 [$9,000] (4 left)
Timer x 12 [$1,500] (9 left)
Spacer's Chest x3 [$600]
Vacuum Survival Pouch [$800]
"Armageddon Gun" Rounds x8 (Frag) [$3,600] (6 left)
"Armageddon Gun" Rounds x40 (Concussion) [$60,000] (28 left)
"Armageddon Gun" Rounds x24 (Imp Concussion) [$36,000] (24 left)
"Armageddon Gun" Rounds x24 (Micro Thermal Detonators) [$125,000] (24 left)
"Armageddon Gun" Rounds x12 (Gas Grenades) [$18,000] (12 left)
Voice-Video Scrambler x5 [$10,000]
Professional Grade Disguise Kit (+3 to deception checks when altering appearance) [$5,000]
Black Market Document Forger (+5 to deception checks when forging documents) [$18,000]
ABC Scrambler (+5 deflection bonus against grenade and missile launchers) [$3,000]
Holo-Recorders (Minitaurized) (10) [$6,000]
2,000 kg of Hibridium Ore*
5 heavy space mines (iff) [$25,000 credits] (4 left)
20 tons of assorted droid parts.
Holoshroud [$25,000 credits] (+10 to disguise checks)
Repulsor Boots (stylish) [$500 credits]
Holo Converter [3,000 credits]
Surveillance Detector [450 credits]
Toxin Detector (wrist) [800 credits]
Droids
1. GY-1 Information Analysis Droid [$12,000 credits]
Vehicles
1. Arrow-23 Landspeeder (Deluxe Model) [$21,000 credits]
Experience
Total: 25,600xp
Credits
1,853,500 credits (available)
Current Ship: Citadel Class Cruiser
Identity 1: "Aggressive Negotiations"
Identity 2: "Unforeseen Consequences"
Identity 3: "Sapphire Dawn"
Identity 4: "Flawless Bounty"
Destiny
Erik believes in one absolute truth: Information is power. He seeks to forge an information gathering network that will rival the bothan net. The establishment of this network will allow him to shape the course of galactic events.
Destiny Bonus: Gain a temporary force point.
Destiny Disadvantage: Lose a temporary force point. If no temporary force point can be lost, gain a -1 to all actions for 24 hours.
Destiny Fulfilled: You gain 2 attribute points to be spent as you see fit. Furthermore, when you use a force point with the skills "deception", "gather information" and "persuasion" you roll and additional 1d4.
Appearance
Erik stands 1.81 meters in height and seems to prefer clothing that is both functional and comfortable. He does not appear to have a particular favored color or style of clothing or does he seems to be dressed in neutral and dark colors more often than not. Erik possesses a charming smile which he rarely shares and laughter that seldomly reaches his eyes.
Personality
Erik possesses a personality that is relatively mutable. His likes and dislikes can be bent and molded in order to better suit his needs.
Background
Erik Zaar exists in all of the expected galactic databases. A child of a minor noble house, Erik's file exhibits all the usual suspects of someone fortunate enough to be born into minor nobility. He is the third child of the family, making it unlikely that he would inherit any real responsibilities. As such he spent his time away in good schools as he sought to make the best of his relatively charmed life. In his case however, there is one striking truth that does not appear in any database. Erik Zaar is dead.
The man that calls himself Erik Zaar was born with a different name. Julian Cipriani was the sixth child of Helena Daala and Marcus Cipriani. The second male child, Julian was not expected to do a great deal for the family and did not receive the same level of training and management skills that his older brother and sisters received. Julian was taken care of financially and left to his own devices. Aside from the expectation that he would marry to another noble family in order to form a lasting alliance he was given a great deal of free reign in his day to day affairs.
During his childhood Julian felt closest to his cousin Natasi Daala although he would eventually lose contact with her when her ambitions led towards the Imperial Academy. He attended boarding schools in Coruscant since an early age enjoying the relative freedom that he enjoyed when he was away from his family estates. During his time away from home, he focused on both business as well as academics. Julian had a knack for business management but it was something that he considered to be relatively boring. He focused on galactic affairs, psychology and history. While his oldest brother was groomed to eventually replace their father, he was driven to focus on his own ambitions.
By the time that he reached his 18th birthday, Julian was one of the most well known and respected members of his university. He was bright, able and driven. He was also growing more and more disenchanted with the familiar pressures being exerted upon him. While he was not expected to carry the burdens of responsibility and command that his oldest brother did, his obligation to his family was to marry a young woman of their choosing and that time was quickly approaching. The young woman in question was attractive and capable in her own right if the rumors were to be believed. Most men in the galaxy would have done worse and the overwhelming majority would have settled to live a life of luxury, content to busying themselves with having children. He was not most men.
Unwilling to settle to a life that he considered to be without true meaning and perhaps most importantly, wishing to leave his own unique mark in the Galaxy Julian began to plan his escape from the circumstances that fate and his parents had planned for him. It took him nearly three years to painstakingly place everything in motion. Accounts were created in secret beneath layers of cover identities. He utilized every scrap of information that he had learned and every trick he possessed towards this end. It was however, a combination of two things that forced his hand. The first, was the scheduling of his wedding by his mother. The second, the death of one of a handful of close friends. The passing of Erik Zaar in a border world presented to him a unique opportunity. He took it and did not look back.
When Erik Zaar died, Julian stole that identity and spent a significant amount of credits making certain that it remained active in key galactic databases. After the funeral, the identity was reactivated and Julian Cipriani had the means to cease to exist. The rest was relatively simple. He had for the last three years begun the process to funnel funds into secret accounts, shares in Kuat Drive Yards that were given to him were sold to intermediaries with the plan to re-acquire them at a later date. Ultimately, Julian Cipriani died when his Baudo-Class Star Yacht "Imminent Glory" was nearly destroyed and boarded by presumably privateers. The drifting hulk was recovered two months after it was stated to be missing, a plethora of biological evidence was recovered but the body of the young noble was never found.
Shortly after the "Imminent Glory" disappeared Erik Zaar began to leave his mark on the galaxy. Over the course of several years, he worked alone and simply basked in his new found freedom. Still as the situation between the Empire and the rebellion began to intensify it became progressively more difficult to remain neutral. He began to take notice of the events transpiring in the galaxy and truly understood that he like the galaxy stood at a crossroad. While Erik was human and the Empire favored humanity, something had to be said about some of the brave men and women that worked for the rebellion. In the end, he decided that the only way that he could make his mind about the rebellion was to see it for himself. It was shortly after this decision that he stumbled. A contact failed him and he ended up in a prison ship...
Complications
1. Helena Daala took the passing of her son particularly hard. Even though she had other children, she had always been particularly fond of Julian. As such, she has been unable to let him go and even now invests significant amounts of funds every year in order to explore all possible leads to his whereabouts. This search has only intensified since the passing of her first born male child Alexander.
2. Alexander Cipriani the oldest male child and heir to the Daala-Cipriani house recently passed away. The death was ruled to be an accident but in truth Alexander was poisoned. The scions of the Daala-Cipriani house know this and are preparing to respond to this attack in force once the culprit behind the assassination is discovered. The death has not as of yet been revealed to the Galaxy.
3. Benoit Cipriani is the youngest son of the family and now with the deaths of his two older brothers is now heir. Unfortunately, Benoit is not ready for this sort of responsibility. Benoit is a renowned womanizer and prefers to spend his time in the company of loose women, fast ships and casinos. He is known to be considering joining the Imperial Navy but his fear of death in conjunction with his habits have so far prevented him from pursuing Imperial service.
Aliases
Erik Zaar - Rebel worlds, capture of the imperial governor. Attack on the imperial world. Disabled a Neutron Star Bulk Cruiser. Destruction of pirate forces. Liberated Alderen 6. Pirate base take down. Denma bounty.
Ahra Bellue - Dealings with Bema. Selling of 600 kg of Hybridium to Bema.
Yvela Sharas - Initial contract with the empire, stealing the hybridium.
Uriel Maldoran - Cathak. Attack on Imperial Prison. Attack on Cloaking tech company. Attack on Interdictor. Destruction of Interdictor.
Atellus Nadal - Hutt aligned (Jalla). Assisted the Ashen Dawn, Yt-2000 series. Red-flagged for Manipulating the stock market. Suspected Associate with Uriel Maldoran. Selling of weapons to Imperial and Hutt aligned forces in Alderen 6.
Joseph Tila - Human merchant. Dealings with Aksal 8.
Name: Erik Zaar
Real Name: Crown Prince Julian Cipriani
Species: Human
Class: Noble 6/Scout 1
Alliance Rank: Lieutenant* (Co-Leader)
HP: 56
Base Attack: +4
To Hit (Personal): +6 (ranged) and +4 (melee)
To Hit (Citadel): +9 (ranged)
Encumbrance: 25kg (50kg max)
Force Points: 8
Destiny Points: 3
Vital Stats
Gender: Male
Height: 1.81 meters
Hair Color: Copper (currently Black)
Eye Color: Green (currently Brown)
Attributes
STR: 10 (+0)
DEX: 14 (+2)
CON: 10 (+0)
INT: 16 (+3)
WIS: 12 (+1)
CHA: 16 (+3)
Languages
Basic
Binary
Bothan
Huttese
Ithorese
T'doshok
Rodian
Ryl
Defenses
REFLEX: 21
FORTITUDE: 18
WILL: 20
Skills
Persuasion (+16)
Deception (+16)
Gather Information (+16)
Mechanic (+16)
Use Computer (+11)
Knowledge [Technology] (+11)
Knowledge [Galactic Lore] (+11)
Initiative (+10)
Pilot (+10)
Stealth (+10)
Perception (+9)
Feats
Linguist
Weapon Proficiency (Pistols)
Weapon Proficiency (Simple Weapons)
Weapon Proficiency (Heavy Weapons)
Skill Focus (Persuasion)
Skill Focus (Deception)
Skill Focus (Mechanic)
Skill Focus (Gather Information)
Skill Training (Stealth)
Tech Specialist
Starship Designer
Talents
Connections
Wealth
Evasion
Double Agent
Weapons
Pistol, Heavy Blaster [$750-3d8-1.3kg-Energy-Military]
Pistol, Blaster hold out [$300-3d4-0.5kg-Energy-Illegal]
Grenade, Frag [$200-4d6-0.5kg-Slashing-Military]
Grenade, Ion [$250-4d6 ion-0.5kg-Energy (ion) - Restricted]
Carbine, Blaster [$900-3d8-S,A-2.2kg-Energy-Restricted]
Armageddon Gun* (Improved Damage +2 to damage rolls) [$2000-Varies-S-2.5kg-Military]
Gear
Encrypted Comlink, Long-Range w/ 3d holo capability (Wrist) [$6500]
Pocket Scrambler [$400]
Bandoleer [$100]
Liquid Cable Dispenser x 5 [$50]
Breath Mask [$200]
Credit Chip [$100]
Utility Belt [$500]
Holster, Hip [$25]
Holster, Concealed [$50]
All Temperature Cloak [$100]
Glow Rod [$10]
Mesh Tape [$5]
Grenade, Frag x 11 [$200 each]
Grenade, Ion x 2 [$500]
Grenade, Smoke x 2 [$400]
Explosive Charge x 10 [$3,000] (9 left)
Thermal Detonator x 3 [$12,000] (1 left)
Proximity Mines x 6 [$9,000] (4 left)
Timer x 12 [$1,500] (9 left)
Spacer's Chest x3 [$600]
Vacuum Survival Pouch [$800]
"Armageddon Gun" Rounds x8 (Frag) [$3,600] (6 left)
"Armageddon Gun" Rounds x40 (Concussion) [$60,000] (28 left)
"Armageddon Gun" Rounds x24 (Imp Concussion) [$36,000] (24 left)
"Armageddon Gun" Rounds x24 (Micro Thermal Detonators) [$125,000] (24 left)
"Armageddon Gun" Rounds x12 (Gas Grenades) [$18,000] (12 left)
Voice-Video Scrambler x5 [$10,000]
Professional Grade Disguise Kit (+3 to deception checks when altering appearance) [$5,000]
Black Market Document Forger (+5 to deception checks when forging documents) [$18,000]
ABC Scrambler (+5 deflection bonus against grenade and missile launchers) [$3,000]
Holo-Recorders (Minitaurized) (10) [$6,000]
2,000 kg of Hibridium Ore*
5 heavy space mines (iff) [$25,000 credits] (4 left)
20 tons of assorted droid parts.
Holoshroud [$25,000 credits] (+10 to disguise checks)
Repulsor Boots (stylish) [$500 credits]
Holo Converter [3,000 credits]
Surveillance Detector [450 credits]
Toxin Detector (wrist) [800 credits]
Droids
1. GY-1 Information Analysis Droid [$12,000 credits]
Vehicles
1. Arrow-23 Landspeeder (Deluxe Model) [$21,000 credits]
Experience
Total: 25,600xp
Credits
1,853,500 credits (available)
Current Ship: Citadel Class Cruiser
Identity 1: "Aggressive Negotiations"
Identity 2: "Unforeseen Consequences"
Identity 3: "Sapphire Dawn"
Identity 4: "Flawless Bounty"
Destiny
Erik believes in one absolute truth: Information is power. He seeks to forge an information gathering network that will rival the bothan net. The establishment of this network will allow him to shape the course of galactic events.
Destiny Bonus: Gain a temporary force point.
Destiny Disadvantage: Lose a temporary force point. If no temporary force point can be lost, gain a -1 to all actions for 24 hours.
Destiny Fulfilled: You gain 2 attribute points to be spent as you see fit. Furthermore, when you use a force point with the skills "deception", "gather information" and "persuasion" you roll and additional 1d4.
Appearance
Erik stands 1.81 meters in height and seems to prefer clothing that is both functional and comfortable. He does not appear to have a particular favored color or style of clothing or does he seems to be dressed in neutral and dark colors more often than not. Erik possesses a charming smile which he rarely shares and laughter that seldomly reaches his eyes.
Personality
Erik possesses a personality that is relatively mutable. His likes and dislikes can be bent and molded in order to better suit his needs.
Background
Erik Zaar exists in all of the expected galactic databases. A child of a minor noble house, Erik's file exhibits all the usual suspects of someone fortunate enough to be born into minor nobility. He is the third child of the family, making it unlikely that he would inherit any real responsibilities. As such he spent his time away in good schools as he sought to make the best of his relatively charmed life. In his case however, there is one striking truth that does not appear in any database. Erik Zaar is dead.
The man that calls himself Erik Zaar was born with a different name. Julian Cipriani was the sixth child of Helena Daala and Marcus Cipriani. The second male child, Julian was not expected to do a great deal for the family and did not receive the same level of training and management skills that his older brother and sisters received. Julian was taken care of financially and left to his own devices. Aside from the expectation that he would marry to another noble family in order to form a lasting alliance he was given a great deal of free reign in his day to day affairs.
During his childhood Julian felt closest to his cousin Natasi Daala although he would eventually lose contact with her when her ambitions led towards the Imperial Academy. He attended boarding schools in Coruscant since an early age enjoying the relative freedom that he enjoyed when he was away from his family estates. During his time away from home, he focused on both business as well as academics. Julian had a knack for business management but it was something that he considered to be relatively boring. He focused on galactic affairs, psychology and history. While his oldest brother was groomed to eventually replace their father, he was driven to focus on his own ambitions.
By the time that he reached his 18th birthday, Julian was one of the most well known and respected members of his university. He was bright, able and driven. He was also growing more and more disenchanted with the familiar pressures being exerted upon him. While he was not expected to carry the burdens of responsibility and command that his oldest brother did, his obligation to his family was to marry a young woman of their choosing and that time was quickly approaching. The young woman in question was attractive and capable in her own right if the rumors were to be believed. Most men in the galaxy would have done worse and the overwhelming majority would have settled to live a life of luxury, content to busying themselves with having children. He was not most men.
Unwilling to settle to a life that he considered to be without true meaning and perhaps most importantly, wishing to leave his own unique mark in the Galaxy Julian began to plan his escape from the circumstances that fate and his parents had planned for him. It took him nearly three years to painstakingly place everything in motion. Accounts were created in secret beneath layers of cover identities. He utilized every scrap of information that he had learned and every trick he possessed towards this end. It was however, a combination of two things that forced his hand. The first, was the scheduling of his wedding by his mother. The second, the death of one of a handful of close friends. The passing of Erik Zaar in a border world presented to him a unique opportunity. He took it and did not look back.
When Erik Zaar died, Julian stole that identity and spent a significant amount of credits making certain that it remained active in key galactic databases. After the funeral, the identity was reactivated and Julian Cipriani had the means to cease to exist. The rest was relatively simple. He had for the last three years begun the process to funnel funds into secret accounts, shares in Kuat Drive Yards that were given to him were sold to intermediaries with the plan to re-acquire them at a later date. Ultimately, Julian Cipriani died when his Baudo-Class Star Yacht "Imminent Glory" was nearly destroyed and boarded by presumably privateers. The drifting hulk was recovered two months after it was stated to be missing, a plethora of biological evidence was recovered but the body of the young noble was never found.
Shortly after the "Imminent Glory" disappeared Erik Zaar began to leave his mark on the galaxy. Over the course of several years, he worked alone and simply basked in his new found freedom. Still as the situation between the Empire and the rebellion began to intensify it became progressively more difficult to remain neutral. He began to take notice of the events transpiring in the galaxy and truly understood that he like the galaxy stood at a crossroad. While Erik was human and the Empire favored humanity, something had to be said about some of the brave men and women that worked for the rebellion. In the end, he decided that the only way that he could make his mind about the rebellion was to see it for himself. It was shortly after this decision that he stumbled. A contact failed him and he ended up in a prison ship...
Complications
1. Helena Daala took the passing of her son particularly hard. Even though she had other children, she had always been particularly fond of Julian. As such, she has been unable to let him go and even now invests significant amounts of funds every year in order to explore all possible leads to his whereabouts. This search has only intensified since the passing of her first born male child Alexander.
2. Alexander Cipriani the oldest male child and heir to the Daala-Cipriani house recently passed away. The death was ruled to be an accident but in truth Alexander was poisoned. The scions of the Daala-Cipriani house know this and are preparing to respond to this attack in force once the culprit behind the assassination is discovered. The death has not as of yet been revealed to the Galaxy.
3. Benoit Cipriani is the youngest son of the family and now with the deaths of his two older brothers is now heir. Unfortunately, Benoit is not ready for this sort of responsibility. Benoit is a renowned womanizer and prefers to spend his time in the company of loose women, fast ships and casinos. He is known to be considering joining the Imperial Navy but his fear of death in conjunction with his habits have so far prevented him from pursuing Imperial service.
Aliases
Erik Zaar - Rebel worlds, capture of the imperial governor. Attack on the imperial world. Disabled a Neutron Star Bulk Cruiser. Destruction of pirate forces. Liberated Alderen 6. Pirate base take down. Denma bounty.
Ahra Bellue - Dealings with Bema. Selling of 600 kg of Hybridium to Bema.
Yvela Sharas - Initial contract with the empire, stealing the hybridium.
Uriel Maldoran - Cathak. Attack on Imperial Prison. Attack on Cloaking tech company. Attack on Interdictor. Destruction of Interdictor.
Atellus Nadal - Hutt aligned (Jalla). Assisted the Ashen Dawn, Yt-2000 series. Red-flagged for Manipulating the stock market. Suspected Associate with Uriel Maldoran. Selling of weapons to Imperial and Hutt aligned forces in Alderen 6.
Joseph Tila - Human merchant. Dealings with Aksal 8.
Last edited by Marcao on Tue Nov 30, 2010 9:44 pm, edited 216 times in total.
The Peddler of Half Truths.
"Not OP, therefore weakest." - Cynical Cat (May 2016)
"A dog doesn’t need to show his teeth as long as his growl’s deep enough, his food bowl is full and he knows where all the bones are buried." - Frank Underwood
"Not OP, therefore weakest." - Cynical Cat (May 2016)
"A dog doesn’t need to show his teeth as long as his growl’s deep enough, his food bowl is full and he knows where all the bones are buried." - Frank Underwood
#5
Basic Info:
Name: Kailik Quitigua
Species: Human
Levels: 5 Disciple of Twilight (Jedi variant)
HP: 75
Attributes:
STR: 15 (+2)
DEX: 10
CON: 12 (+1)
INT: 12 (+1)
WIS: 15 (+2)
CHA: 11
Force Points: 6
Base Attack Bonus: +5 (lvl 5 Jedi)
Defenses:
REFLEX: 16 [base 10 + clvl (+5) + jedi defenses (+1)]
FORTITUDE: 17 [10 + Con bonus (+1) + clvl (+5) + jedi defenses (+1)]
WILL: 18 [10 + Wis bonus (+2) + clvl (+5) + jedi defenses (+1)]
Skills:
Use the Force (focus, CHA) +12 [trained (+5) focus (+5) + cha. bonus (+0) + clvl/2 (+2)]
Acrobatics (focus, DEX) +12 [trained (+5) + focus (+5) + dex. bonus (+0) + clvl/2 (+2)][/size]
Mechanics (trained, INT) +8 [trained (+5) + int. bonus (+1) + clvl/2 (+2)]
Initiative (trained, DEX) +7 [trained (+5) + dex. bonus (+0) + clvl/2 (+2)]
Perception (from Force Perception, focus, CHA) +12 [trained (+5) focus (+5) + cha. bonus (+0) + clvl/2 (+2)]
Feats:
Force Sensitivity
Weapon Proficiency (Lightsabers)
Weapon Proficiency (simple weapons)
Force Training (Surge, Mind Trick, Vital Transfer)
Force Training (Force Stun, Move Object, Negate Energy)
Skill Focus (Use the Force)
Skill Focus (Acrobatics)
Acrobatic Strike (+5 to next attack made within the same turn against a foe you tumbled past to avoid an AoO)
Talents:
Deflect (Lightsaber Combat Talent tree)
Force Perception (Sense Talent tree)
Cloak of Shadow (Disciple of Twilight tree)
Extra Bonuses:
Jedi Defense Bonuses (+1 to Reflex, Fortitude, and Will Defenses)
Force Powers:
Surge, Mind Trick, Vital Transfer, Force Stun, Move Object, Negate Energy
Languages:
Basic, Bocci
Items:
Armor: (none)
Weapons:
Lightsaber (3d8 +4 melee, +8 to attack (+5 BAB, +2 STR bonus, +1 Weapon Focus)
Extra Items:
Blaster carbine, Utility belt, Mesh tape
Money:
800 cr.
EXP: 12400
250xp - prelude adventure
350xp - 2nd adventure
200xp - 3rd adventure
300xp - 4th adventure (1100 total, now lvl 2 with 1900 to lvl 3)
600xp - 5th adv. (1300 to lvl 3)
400xp - 6th Adventure
400xp - 7th Adventure
500xp - 8th Adventure (Now lvl 3!)
600xp - 9th adventure (no more Hybridium for you lulz)
500xp - 10th adventure (meet the Hutt, sell some Hybridium, get into trouble)
400xp - 11th adventure (catch & release, get X-wing and R3)
Name: Kailik Quitigua
Species: Human
Levels: 5 Disciple of Twilight (Jedi variant)
HP: 75
Attributes:
STR: 15 (+2)
DEX: 10
CON: 12 (+1)
INT: 12 (+1)
WIS: 15 (+2)
CHA: 11
Force Points: 6
Base Attack Bonus: +5 (lvl 5 Jedi)
Defenses:
REFLEX: 16 [base 10 + clvl (+5) + jedi defenses (+1)]
FORTITUDE: 17 [10 + Con bonus (+1) + clvl (+5) + jedi defenses (+1)]
WILL: 18 [10 + Wis bonus (+2) + clvl (+5) + jedi defenses (+1)]
Skills:
Use the Force (focus, CHA) +12 [trained (+5) focus (+5) + cha. bonus (+0) + clvl/2 (+2)]
Acrobatics (focus, DEX) +12 [trained (+5) + focus (+5) + dex. bonus (+0) + clvl/2 (+2)][/size]
Mechanics (trained, INT) +8 [trained (+5) + int. bonus (+1) + clvl/2 (+2)]
Initiative (trained, DEX) +7 [trained (+5) + dex. bonus (+0) + clvl/2 (+2)]
Perception (from Force Perception, focus, CHA) +12 [trained (+5) focus (+5) + cha. bonus (+0) + clvl/2 (+2)]
Feats:
Force Sensitivity
Weapon Proficiency (Lightsabers)
Weapon Proficiency (simple weapons)
Force Training (Surge, Mind Trick, Vital Transfer)
Force Training (Force Stun, Move Object, Negate Energy)
Skill Focus (Use the Force)
Skill Focus (Acrobatics)
Acrobatic Strike (+5 to next attack made within the same turn against a foe you tumbled past to avoid an AoO)
Talents:
Deflect (Lightsaber Combat Talent tree)
Force Perception (Sense Talent tree)
Cloak of Shadow (Disciple of Twilight tree)
Extra Bonuses:
Jedi Defense Bonuses (+1 to Reflex, Fortitude, and Will Defenses)
Force Powers:
Surge, Mind Trick, Vital Transfer, Force Stun, Move Object, Negate Energy
Languages:
Basic, Bocci
Items:
Armor: (none)
Weapons:
Lightsaber (3d8 +4 melee, +8 to attack (+5 BAB, +2 STR bonus, +1 Weapon Focus)
Extra Items:
Blaster carbine, Utility belt, Mesh tape
Money:
800 cr.
EXP: 12400
250xp - prelude adventure
350xp - 2nd adventure
200xp - 3rd adventure
300xp - 4th adventure (1100 total, now lvl 2 with 1900 to lvl 3)
600xp - 5th adv. (1300 to lvl 3)
400xp - 6th Adventure
400xp - 7th Adventure
500xp - 8th Adventure (Now lvl 3!)
600xp - 9th adventure (no more Hybridium for you lulz)
500xp - 10th adventure (meet the Hutt, sell some Hybridium, get into trouble)
400xp - 11th adventure (catch & release, get X-wing and R3)
Last edited by cpap on Tue Apr 20, 2010 10:06 pm, edited 17 times in total.
#7
Reposted to help people when leveling their characters. This list now includes bonus feats from Galaxy at War.
Bonus Feat Guide by Class
Jedi
(Main Book)
Acrobatic Strike, Cleave, Combat Reflexes, Dodge, Double Attack, Dual Weapon Mastery I, Dual Weapon Mastery II, Dual Weapon Mastery III, Great Cleave, Improved Charge, Improved Disarm, Martial Arts I, Martial Arts II, Martial Arts III, Melee Defense, Mobility, Quick Draw, Power Attack, Powerful Charge, Rapid Strike, Running Attack, Skill Focus, Skill Training, Strong in the Force, Triple Attack, Triple Crit, Weapon Finesse, Weapon Focus (lightsabers)
(Legacy Era)
Attack Combo (melee), Brink of Death, Feat of Strength, Grapple Resistance
(KOTOR)
Accelerated Strike, Critical Strike, Force Readiness, Flurry, Imrpoved Rapid Strike, Tumble Defense, Withdrawal Strike
(Force Unleashed)
Savage Attack, Swarm
(Clone Wars)
Unstoppable Force, Unwavering Resolve, Wary Defender
(Rebellion Era)
Assured Attack, Deft Charge, Fast Surge, Moving Target, Rapid Reaction, Recovering Surge
(Scum and Villainy)
Burst of Speed, Close Combat Escape, Impetuous Move, Impulsive Flight, Lightning Draw, Opportunistic Retreat, Resurgence, Slippery Maneuver, Stay Up, Tactical Advantage, Wicked Strike
(Galaxy at War)
Battering attack, Diver for Cover, Fight Through the Pain, Force of Personality, Mission Specialist, Never Surrender, Officer Candidacy Training, Resilient Strength, Risk Takeer, Staggering ATtack
Noble
(Main Book)
Armor Proficiency (light), Cybernetic Surgery, Exotic Weapon Proficiency, Linguist, Melee Defense, Skill Focus, Skill Training, Surgical Expertise, Weapon Finesse, Weapon Proficiency (advanced melee weapons), Weapon Proficiency (rifles)
(Legacy Era)
Biotech Specialist, Biotech Surgery, Return Fire, Returning Bug
(KOTOR)
Flurry, Quick Skill
(Force Unleashed)
Informer, Rapport, Recall
(Clone Wars)
Experienced Medic, Leader of Droids, Unwavering Resolve, Wary Defender
(Rebellion Era)
Fast Surge, Rapid Reaction, Recovering Surge
(Scum and Villainy)
Cornered, Friends in Low Places, Hasty Modification, Impulsive Flight, Opportunistic Retreat, Signature Device, Superior Tech, Tactical Advantage, Wicked Strike
(Galaxy at War)
Disabler, Fight Through the Pain, Force of Personality, Mission Specialist, Predictive Defense, Sport Hunter
Scoundrel
(Main Book)
Deadeye, Dodge, Melee Defense, Mobility, Precise Shot, Quick Draw, Rapid Shot, Running Attack, Skill Focus, Skill Training, Vehicular Combat, Weapon Proficiency (advanced melee weapons)
(Legacy Era)
Attack Combo (ranged), Biotech Specialist, Fatal Hit, Return Fire, Returning Bug, Vehicle Systems Expertise, Zero Range
(KOTOR)
Gearhead, Implant Training, Poison Resistance, Quick Skill, Sniper Shot
(Force Unleashed)
Advantageous Attack, Advantageous Cover, Bad Feeling, Crossfire, Cunning Attack, Scavenger
(Clone Wars)
Droid Hunter, Droidcraft, Expert Droid Repair, Overwhelming Attack
(Rebellion Era)
Fast Surge, Moving Target, Prime Shot, Rapid Reaction, Recovering Surge, Vehicular Surge
(Scum and Villainy)
Burst of Speed, Close Combat Escape, Collateral Damage, Cornered, Deceptive Drop, Desperate Gambit, Duck and Cover, Fleet Footed, Friends in Low Places, Hasty Modification, Impulsive Flight, Knife Trick, Lightning Draw, Signature Device, Superior Tech
(Galaxy at War)
Bantha Herder, Disabler, Fight Through the Pain, Force of Personality, Mission Specialist, Opportunistic Shooter, Pistoleer, Predictive Defense, Steadying Position
Scout
(Main Book)
Armor Proficiency (light, medium, or heavy), Careful Shot, Deadeye, Dodge, Far Shot, Linguist, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Running Attack, Skill Focus, Skill Training, Sniper, Vehicular Combat, Weapon Proficiency (advanced melee weapons)
(Legacy Era)
Attack Combo (ranged), Fatal Hit, Feat of Strength, Grapple Resistance, Return Fire, Vehicle System Expertise
(KOTOR)
Conditioning, Gearhead, Increased Agility, Poison Resistance
(Force Unleashed)
Advantageous Attack, Advantageous Cover, Bad Feeling, Cunning Attack
(Clone Wars)
Droid Hunter, Droidcraft, Expert Droid Repair, Flash and Clear
(Rebellion Era)
Deft Charge, Fast Surge, Moving Target, Prime Shot, Rapid Reaction, Rebel Military Training, Recovering Surge, Vehicular Surge
(Scum and Villainy)
Burst of Speed, Cornered, Deadly Sniper, Duck and Cover, Fleet Footed, Resurgence, Slippery Maneuver, Stay Up
(Galaxy at War)
Destructive Force, Disabler, Dive for Cover, Forceful Blast, Fortifying Recovery, Mission Specialist, Never Surrender, Opportunistic Shooter, Pistoleer, Resilient Strength, Riflemaster, Risk Taker, Sport Hunter, Steadying Position
Soldier
(Main Book)
Armor Proficiency (heavy), bantha Rush, Careful Shot, Charging Fire, Cleave, Combat Reflexes, Coordinated Attack, Crush, Deadeye, Double Attack, Dual Weapon Mastery I, Dual Weapon Mastery II, Dual Weapon Mastery III, Exotic Weapon Proficiency, Far Shot, Great Cleave, Improved Charge, Improved Disarm, Martial Arts I, Martial Arts II, Martial Arts III, Melee Defense, Mighty Swing, Pin, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Shot, Rapid Strike, Running Attack, Shake it Off, Skill Focus, Skill Training, Sniper, Throw, Toughness, Trip, Triple Attack, Triple Crit, Vehicular Combat, Weapon Focus, Weapon Proficiency (advanced melee weapons), Weapon Proficiency (heavy weapons)
(Legacy Era)
Attack Combo (fire & strike), Attack Combo (melee), Attack Combo (ranged), Autofire Assault, Autofire Sweep, Brink of Death, Fatal Hit, Feat of Strength, Galactic Alliance Military Training, Grapple Resistance, Multi-Grap, Knock Heads, Rancor Crush, Zero Range
(KOTOR)
Accelerated Strike, Conditioning, Critical Strike, Flurry, Improved Rapid Strike, Increased Agility, Power Blast, Sniper Shot, Tumble Defense, Withdrawal Strike
(Force Unleashed)
Advantageous Cover, Angled Throw, Blaster Barrage, Crossfire, Improved Bantha Rush, Mighty Throw, Rapport, Savage Attack, Strafe
(Clone Wars)
Artillery Shot, Coordinated Barrage, Droid Hunter, Experienced Medic, Flash and Clear, Flood of Fire, Grand Army of the Republic Training, Gunnery Specialist, Overwhelming Attack, Separatist Military Training, Trench Warrior, Unstoppable Force, Wary Defender
(Rebellion Era)
Assured Attack, Deft Charge, Fast Surge, Imperial Military Training, Prime Shot, Rapid Reaction, Rebel Military Training, Recovering Surge, Vehicular Surge
(Scum and Villainy)
Burst of Speed, Collateral Damage, Deadly Sniper, Impetuous Move, Lightning Draw, Resurgence, Slippery Maneuver, Stay Up
(Galaxy at War)
Bantha Herder, Battering Attack, Destructive Force, Disabler, Dive for Cover, Forceful Blast, Fortifying Recovery, Mission Specialist, Never Surrender, Officer Cadidacy Training, Opportunistic Shooter, Pistoleer, Resilient Strength, Riflemaster, Risk Taker, Sport Hunter, Staggering Attack, Steadying Position
Bonus Feat Guide by Class
Jedi
(Main Book)
Acrobatic Strike, Cleave, Combat Reflexes, Dodge, Double Attack, Dual Weapon Mastery I, Dual Weapon Mastery II, Dual Weapon Mastery III, Great Cleave, Improved Charge, Improved Disarm, Martial Arts I, Martial Arts II, Martial Arts III, Melee Defense, Mobility, Quick Draw, Power Attack, Powerful Charge, Rapid Strike, Running Attack, Skill Focus, Skill Training, Strong in the Force, Triple Attack, Triple Crit, Weapon Finesse, Weapon Focus (lightsabers)
(Legacy Era)
Attack Combo (melee), Brink of Death, Feat of Strength, Grapple Resistance
(KOTOR)
Accelerated Strike, Critical Strike, Force Readiness, Flurry, Imrpoved Rapid Strike, Tumble Defense, Withdrawal Strike
(Force Unleashed)
Savage Attack, Swarm
(Clone Wars)
Unstoppable Force, Unwavering Resolve, Wary Defender
(Rebellion Era)
Assured Attack, Deft Charge, Fast Surge, Moving Target, Rapid Reaction, Recovering Surge
(Scum and Villainy)
Burst of Speed, Close Combat Escape, Impetuous Move, Impulsive Flight, Lightning Draw, Opportunistic Retreat, Resurgence, Slippery Maneuver, Stay Up, Tactical Advantage, Wicked Strike
(Galaxy at War)
Battering attack, Diver for Cover, Fight Through the Pain, Force of Personality, Mission Specialist, Never Surrender, Officer Candidacy Training, Resilient Strength, Risk Takeer, Staggering ATtack
Noble
(Main Book)
Armor Proficiency (light), Cybernetic Surgery, Exotic Weapon Proficiency, Linguist, Melee Defense, Skill Focus, Skill Training, Surgical Expertise, Weapon Finesse, Weapon Proficiency (advanced melee weapons), Weapon Proficiency (rifles)
(Legacy Era)
Biotech Specialist, Biotech Surgery, Return Fire, Returning Bug
(KOTOR)
Flurry, Quick Skill
(Force Unleashed)
Informer, Rapport, Recall
(Clone Wars)
Experienced Medic, Leader of Droids, Unwavering Resolve, Wary Defender
(Rebellion Era)
Fast Surge, Rapid Reaction, Recovering Surge
(Scum and Villainy)
Cornered, Friends in Low Places, Hasty Modification, Impulsive Flight, Opportunistic Retreat, Signature Device, Superior Tech, Tactical Advantage, Wicked Strike
(Galaxy at War)
Disabler, Fight Through the Pain, Force of Personality, Mission Specialist, Predictive Defense, Sport Hunter
Scoundrel
(Main Book)
Deadeye, Dodge, Melee Defense, Mobility, Precise Shot, Quick Draw, Rapid Shot, Running Attack, Skill Focus, Skill Training, Vehicular Combat, Weapon Proficiency (advanced melee weapons)
(Legacy Era)
Attack Combo (ranged), Biotech Specialist, Fatal Hit, Return Fire, Returning Bug, Vehicle Systems Expertise, Zero Range
(KOTOR)
Gearhead, Implant Training, Poison Resistance, Quick Skill, Sniper Shot
(Force Unleashed)
Advantageous Attack, Advantageous Cover, Bad Feeling, Crossfire, Cunning Attack, Scavenger
(Clone Wars)
Droid Hunter, Droidcraft, Expert Droid Repair, Overwhelming Attack
(Rebellion Era)
Fast Surge, Moving Target, Prime Shot, Rapid Reaction, Recovering Surge, Vehicular Surge
(Scum and Villainy)
Burst of Speed, Close Combat Escape, Collateral Damage, Cornered, Deceptive Drop, Desperate Gambit, Duck and Cover, Fleet Footed, Friends in Low Places, Hasty Modification, Impulsive Flight, Knife Trick, Lightning Draw, Signature Device, Superior Tech
(Galaxy at War)
Bantha Herder, Disabler, Fight Through the Pain, Force of Personality, Mission Specialist, Opportunistic Shooter, Pistoleer, Predictive Defense, Steadying Position
Scout
(Main Book)
Armor Proficiency (light, medium, or heavy), Careful Shot, Deadeye, Dodge, Far Shot, Linguist, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Running Attack, Skill Focus, Skill Training, Sniper, Vehicular Combat, Weapon Proficiency (advanced melee weapons)
(Legacy Era)
Attack Combo (ranged), Fatal Hit, Feat of Strength, Grapple Resistance, Return Fire, Vehicle System Expertise
(KOTOR)
Conditioning, Gearhead, Increased Agility, Poison Resistance
(Force Unleashed)
Advantageous Attack, Advantageous Cover, Bad Feeling, Cunning Attack
(Clone Wars)
Droid Hunter, Droidcraft, Expert Droid Repair, Flash and Clear
(Rebellion Era)
Deft Charge, Fast Surge, Moving Target, Prime Shot, Rapid Reaction, Rebel Military Training, Recovering Surge, Vehicular Surge
(Scum and Villainy)
Burst of Speed, Cornered, Deadly Sniper, Duck and Cover, Fleet Footed, Resurgence, Slippery Maneuver, Stay Up
(Galaxy at War)
Destructive Force, Disabler, Dive for Cover, Forceful Blast, Fortifying Recovery, Mission Specialist, Never Surrender, Opportunistic Shooter, Pistoleer, Resilient Strength, Riflemaster, Risk Taker, Sport Hunter, Steadying Position
Soldier
(Main Book)
Armor Proficiency (heavy), bantha Rush, Careful Shot, Charging Fire, Cleave, Combat Reflexes, Coordinated Attack, Crush, Deadeye, Double Attack, Dual Weapon Mastery I, Dual Weapon Mastery II, Dual Weapon Mastery III, Exotic Weapon Proficiency, Far Shot, Great Cleave, Improved Charge, Improved Disarm, Martial Arts I, Martial Arts II, Martial Arts III, Melee Defense, Mighty Swing, Pin, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Shot, Rapid Strike, Running Attack, Shake it Off, Skill Focus, Skill Training, Sniper, Throw, Toughness, Trip, Triple Attack, Triple Crit, Vehicular Combat, Weapon Focus, Weapon Proficiency (advanced melee weapons), Weapon Proficiency (heavy weapons)
(Legacy Era)
Attack Combo (fire & strike), Attack Combo (melee), Attack Combo (ranged), Autofire Assault, Autofire Sweep, Brink of Death, Fatal Hit, Feat of Strength, Galactic Alliance Military Training, Grapple Resistance, Multi-Grap, Knock Heads, Rancor Crush, Zero Range
(KOTOR)
Accelerated Strike, Conditioning, Critical Strike, Flurry, Improved Rapid Strike, Increased Agility, Power Blast, Sniper Shot, Tumble Defense, Withdrawal Strike
(Force Unleashed)
Advantageous Cover, Angled Throw, Blaster Barrage, Crossfire, Improved Bantha Rush, Mighty Throw, Rapport, Savage Attack, Strafe
(Clone Wars)
Artillery Shot, Coordinated Barrage, Droid Hunter, Experienced Medic, Flash and Clear, Flood of Fire, Grand Army of the Republic Training, Gunnery Specialist, Overwhelming Attack, Separatist Military Training, Trench Warrior, Unstoppable Force, Wary Defender
(Rebellion Era)
Assured Attack, Deft Charge, Fast Surge, Imperial Military Training, Prime Shot, Rapid Reaction, Rebel Military Training, Recovering Surge, Vehicular Surge
(Scum and Villainy)
Burst of Speed, Collateral Damage, Deadly Sniper, Impetuous Move, Lightning Draw, Resurgence, Slippery Maneuver, Stay Up
(Galaxy at War)
Bantha Herder, Battering Attack, Destructive Force, Disabler, Dive for Cover, Forceful Blast, Fortifying Recovery, Mission Specialist, Never Surrender, Officer Cadidacy Training, Opportunistic Shooter, Pistoleer, Resilient Strength, Riflemaster, Risk Taker, Sport Hunter, Staggering Attack, Steadying Position
#8
Current XP: 23,300 (Level 7)
XP to next Level: 28,000
Kel (Soldier 7)
Ref 22 (24), Fort 22, Will 20
HP: 97
Ranged: +10, 3d8+5, Stun, R30
Melee +8, 1d8+3
BAB: +7
Special Notes: +2 to Ref once per round, Armor gives +5 Ref and +2 Fort, UtF check to parry ranged attack once per round
Force Powers:
Force Slam (6 Cone, 4d6 Damage, UTF vs. Fort) +2d6 with Force Point
Surge (DC 10, +10 Jump +2 Speed every 5 points) +1 Margin of Success with Force Point, Battle Strike, Negate Energy
Tal (Scoundrel 5/Soldier1) (NU)
Ref 19, Fort 18, Will 20
HP: 52
Ranged: +4 (+5), 3d8+2, R20, Autofire
BAB: +4
Special Notes: +1 to hit at Point Blank range, +1 to hit when aiming, draws weapon as free action, holster as swift, on a critical hit gains a standard action, +1 to hit with all weapons in space, ranges count as one less, no penalty to shoot into melee/dogfight, Devestating Attack (Rifles -5 for Threshold), Deadeye +1d damage when aiming
Erik (Noble 6/Scout 1)
Ref 21, Fort 18, Will 20
HP: 56
Ranged: +6, 3d8+2, Stun, R20
Ranged: +6, 8d6+4, B4, R30
BAB: +4
Special Notes: Evasion, Double Agent, Run Like a Bitch
Antares (Soldier 6/Scout 1)
Ref 25, Fort 23, Will 17
HP: 102
Ranged: +8, 3d8+7, Stun, R30
Melee: +8
BAB: +6
Special Notes: Armor gives +5 Ref and +2 Fort, Dodge gives +1 Ref, Evasion, +1 to hit and damage at point blank range, all ranges count as one less, Ambusher (+2 to one target per battle)
Shardessk (Soldier 6)
Ref 27, Fort 23, Will 17
HP: 111
Ranged: +11, 3d10+3
Melee: +10, 1d8+6, can be thrown
BAB: +7
Special Notes: +8 temporary HP when enemy is brought to 0 HP, +1 to hit and damage at point blank range, ignores concealment from darkness, Rifle Master (Brace Carbines, HBR use d12, LRB Used as Mediums, BR are accurate)
"Gunther" (Jedi 5/Soldier 1/Scoundrel 1)
Ref 19, Fort 19, Will 24
HP: 86
Ranged: +11, 2d8+10, Stun, R12 (max, 6 squares movement sustained)
Melee +5, 2d8+4
BAB: +6
Special Notes: Deflect, May Re-Roll one Gunnery per encounter, Sonic Attack (3d6 Sonic, -1 step for each extra 1d6)
Force Powers:
Citadel
Init +2 Perception As Skill +3
Defense: Ref 18, Fort 26; +15 armor
HP 240 DR 15 SR 65 Threshold 76
Speed: 5 Space
Abilities: Str 42, Dex 16, Int 16 (Grapple +36)
Weapons Systems
(G) Laser Cannons +3 (-4 Autofire); 7d10x2
Shardessk: +10, 7d10+3x2 Range: 0-2, 3-4, 5-10, 11-20
(G) Ion Cannons+3 (-4 Autofire); 7d10x2 ion
"Gunther": +9, 7d10+3x2 Range: 0-2, 3-4, 5-10, 11-20 (May Reroll One Attack per Encounter)
(P) Light Concussion Missiles +5; 7d10x2/5d10x2, 0/2 square splash
Erik: +9, 7d10+3x2/5d10+2x2 Range: 0-3, 4-6, 7-15, 16-30
(P) Proton Torpedo Launcher +5; 6d10x5
Erik: +9, 6d10+3x5 Range: 0-3, 4-6, 7-15, 16-30
(G) Docking Gun (E-Web)
X-Wing (Antares)
Init +16 Perception +10 Pilot +16
Defense: Ref 19, Fort 26; +7 armor
HP 120 DR 10 SR 25 Threshold 76
Speed: 5 Space
Abilities: Str 42, Dex 22, Int 16 (Grapple +33)
Weapons Systems:
(P) Laser Cannons +11 ( Autofire); 6d10+3x2
(P) Proton Torpedoes +11; 6d10+3x5 (-20 to targets below Colossal)
Special: Vehicular Evasion
X-Wing (Kel)
Init +11 Perception +15 Pilot +11
Defense: Ref 18, Fort 26; +7 armor
HP 120 DR 10 SR 25 Threshold 76
Speed: 5 Space
Abilities: Str 42, Dex 22, Int 16 (Grapple +33)
Weapons Systems:
(P) Laser Cannons +12 ( Autofire); 6d10+2x2
(P) Proton Torpedoes +12; 6d10+3x5 (-20 to targets below Colossal)
Special: Vehicular Evasion
XP to next Level: 28,000
Kel (Soldier 7)
Ref 22 (24), Fort 22, Will 20
HP: 97
Ranged: +10, 3d8+5, Stun, R30
Melee +8, 1d8+3
BAB: +7
Special Notes: +2 to Ref once per round, Armor gives +5 Ref and +2 Fort, UtF check to parry ranged attack once per round
Force Powers:
Force Slam (6 Cone, 4d6 Damage, UTF vs. Fort) +2d6 with Force Point
Surge (DC 10, +10 Jump +2 Speed every 5 points) +1 Margin of Success with Force Point, Battle Strike, Negate Energy
Tal (Scoundrel 5/Soldier1) (NU)
Ref 19, Fort 18, Will 20
HP: 52
Ranged: +4 (+5), 3d8+2, R20, Autofire
BAB: +4
Special Notes: +1 to hit at Point Blank range, +1 to hit when aiming, draws weapon as free action, holster as swift, on a critical hit gains a standard action, +1 to hit with all weapons in space, ranges count as one less, no penalty to shoot into melee/dogfight, Devestating Attack (Rifles -5 for Threshold), Deadeye +1d damage when aiming
Erik (Noble 6/Scout 1)
Ref 21, Fort 18, Will 20
HP: 56
Ranged: +6, 3d8+2, Stun, R20
Ranged: +6, 8d6+4, B4, R30
BAB: +4
Special Notes: Evasion, Double Agent, Run Like a Bitch
Antares (Soldier 6/Scout 1)
Ref 25, Fort 23, Will 17
HP: 102
Ranged: +8, 3d8+7, Stun, R30
Melee: +8
BAB: +6
Special Notes: Armor gives +5 Ref and +2 Fort, Dodge gives +1 Ref, Evasion, +1 to hit and damage at point blank range, all ranges count as one less, Ambusher (+2 to one target per battle)
Shardessk (Soldier 6)
Ref 27, Fort 23, Will 17
HP: 111
Ranged: +11, 3d10+3
Melee: +10, 1d8+6, can be thrown
BAB: +7
Special Notes: +8 temporary HP when enemy is brought to 0 HP, +1 to hit and damage at point blank range, ignores concealment from darkness, Rifle Master (Brace Carbines, HBR use d12, LRB Used as Mediums, BR are accurate)
"Gunther" (Jedi 5/Soldier 1/Scoundrel 1)
Ref 19, Fort 19, Will 24
HP: 86
Ranged: +11, 2d8+10, Stun, R12 (max, 6 squares movement sustained)
Melee +5, 2d8+4
BAB: +6
Special Notes: Deflect, May Re-Roll one Gunnery per encounter, Sonic Attack (3d6 Sonic, -1 step for each extra 1d6)
Force Powers:
Citadel
Init +2 Perception As Skill +3
Defense: Ref 18, Fort 26; +15 armor
HP 240 DR 15 SR 65 Threshold 76
Speed: 5 Space
Abilities: Str 42, Dex 16, Int 16 (Grapple +36)
Weapons Systems
(G) Laser Cannons +3 (-4 Autofire); 7d10x2
Shardessk: +10, 7d10+3x2 Range: 0-2, 3-4, 5-10, 11-20
(G) Ion Cannons+3 (-4 Autofire); 7d10x2 ion
"Gunther": +9, 7d10+3x2 Range: 0-2, 3-4, 5-10, 11-20 (May Reroll One Attack per Encounter)
(P) Light Concussion Missiles +5; 7d10x2/5d10x2, 0/2 square splash
Erik: +9, 7d10+3x2/5d10+2x2 Range: 0-3, 4-6, 7-15, 16-30
(P) Proton Torpedo Launcher +5; 6d10x5
Erik: +9, 6d10+3x5 Range: 0-3, 4-6, 7-15, 16-30
(G) Docking Gun (E-Web)
X-Wing (Antares)
Init +16 Perception +10 Pilot +16
Defense: Ref 19, Fort 26; +7 armor
HP 120 DR 10 SR 25 Threshold 76
Speed: 5 Space
Abilities: Str 42, Dex 22, Int 16 (Grapple +33)
Weapons Systems:
(P) Laser Cannons +11 ( Autofire); 6d10+3x2
(P) Proton Torpedoes +11; 6d10+3x5 (-20 to targets below Colossal)
Special: Vehicular Evasion
X-Wing (Kel)
Init +11 Perception +15 Pilot +11
Defense: Ref 18, Fort 26; +7 armor
HP 120 DR 10 SR 25 Threshold 76
Speed: 5 Space
Abilities: Str 42, Dex 22, Int 16 (Grapple +33)
Weapons Systems:
(P) Laser Cannons +12 ( Autofire); 6d10+2x2
(P) Proton Torpedoes +12; 6d10+3x5 (-20 to targets below Colossal)
Special: Vehicular Evasion
Last edited by Hotfoot on Tue Nov 09, 2010 6:25 pm, edited 11 times in total.
- Cynical Cat
- Arch-Magician
- Posts: 11930
- Joined: Thu Jun 09, 2005 8:53 pm
- 19
- Location: Ice Sarcophagus outside a ruined Jedi Temple
- Contact:
#9
Shardessk
Trandoshan Soldier 7
XP: 23300
Strength 16
Dexterity 15
Con 15
Int 13
Wis 10
Cha 8
Hitpoints: 111
Base Attack: +7
Range +9(+10 point blank, +11 rifle, +12 both)
Melee +10
For 23 (21) +2 Class, +7 Level, +2 Con, +2 Armour
Ref 27 (23) +4 Armour, +1 Natural, +1 Class, +2 Dex, +1 Second Skin, +7 level, +1 Martial Arts (dodge)
Wil 17 +7 Level
Darkvision, Regeneration
Talents: Armored Defense, Improved Armored Defense, Second Skin, Heavy Weapons Proficiency, Weapon Specialization Blaster Rifle
Feats: Pitiless Warrior, Weapon Focus Blaster Rifle, Toughness, Point Blank Shot. Riflemaster, Martial Arts I
Skills: Initiative(10) , Perception (8), Pilot (10), Use Computer (9)
Languages: Basic, T'doshok, Huttese
Gear:
Battle Armour
Bracer Computer and Wrist Visual Communicator
Heavy Blaster Rifle with Grenade Launcher attachment, +1 to hit (3d12+5)
7 power cell reloads
21 concussion grenades 8d6+3
6 frag grenades 4d6+3
6 ion grenades 4d6+3
6 stun grenades 4d6+3
4 thermal detonators 8d6+3
Rail Detonator Rifle 3d8+5
5 reloads
Warsword with neutroneum edge 1d8+6, criticals 19-20
Knife 1d4+6
Merr-Sonn 434 Death Hammer Pistol 3d8+3
Comlink, encrypted
Electrobinoculars
Utility Belt
Mesh Tape
Pocket Scrambler
Bandolier
Personal Holoshroud
Sonic Device
Vacuum survival pouch
Armeggedon light 12d6+3
12 rounds
1,143,500 credits
Destiny: Destroy Admiral Sein
Theme Song
Trandoshan Soldier 7
XP: 23300
Strength 16
Dexterity 15
Con 15
Int 13
Wis 10
Cha 8
Hitpoints: 111
Base Attack: +7
Range +9(+10 point blank, +11 rifle, +12 both)
Melee +10
For 23 (21) +2 Class, +7 Level, +2 Con, +2 Armour
Ref 27 (23) +4 Armour, +1 Natural, +1 Class, +2 Dex, +1 Second Skin, +7 level, +1 Martial Arts (dodge)
Wil 17 +7 Level
Darkvision, Regeneration
Talents: Armored Defense, Improved Armored Defense, Second Skin, Heavy Weapons Proficiency, Weapon Specialization Blaster Rifle
Feats: Pitiless Warrior, Weapon Focus Blaster Rifle, Toughness, Point Blank Shot. Riflemaster, Martial Arts I
Skills: Initiative(10) , Perception (8), Pilot (10), Use Computer (9)
Languages: Basic, T'doshok, Huttese
Gear:
Battle Armour
Bracer Computer and Wrist Visual Communicator
Heavy Blaster Rifle with Grenade Launcher attachment, +1 to hit (3d12+5)
7 power cell reloads
21 concussion grenades 8d6+3
6 frag grenades 4d6+3
6 ion grenades 4d6+3
6 stun grenades 4d6+3
4 thermal detonators 8d6+3
Rail Detonator Rifle 3d8+5
5 reloads
Warsword with neutroneum edge 1d8+6, criticals 19-20
Knife 1d4+6
Merr-Sonn 434 Death Hammer Pistol 3d8+3
Comlink, encrypted
Electrobinoculars
Utility Belt
Mesh Tape
Pocket Scrambler
Bandolier
Personal Holoshroud
Sonic Device
Vacuum survival pouch
Armeggedon light 12d6+3
12 rounds
1,143,500 credits
Destiny: Destroy Admiral Sein
Theme Song
Last edited by Cynical Cat on Tue Nov 30, 2010 7:28 pm, edited 51 times in total.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
#11
Basic Info:
Name: Mm'gunthgl (Gunther)
Species: Male Ithorian
Levels: 5 Jedi, 1 Soldier, 1 Scoundrel
HP: 86
=-=-=-=-=-=-=-=-=-=
Attributes:
Str: 8
Dex: 11 (13 -2 racial)
Con: 10
Int: 10
Wis: 18 (15 +2 racial +1 level 4)
Cha: 20 (17 +2 racial +1 level 4)
=-=-=-=-=-=-=-=
Destiny: Liberation of conscripted force users.
Destiny Bonus: For 24 hours, you and all allies within 10 squares gain a +1 destiny bonus on all skill checks and ability checks.
Destiny Penalty: You take a -2 penalty on all skill checks for 24 hours.
Destiny Fulfilled: You gain a permanent +5 destiny bonus on checks made with one class skill of your choice.
=-=-=-=-=-=-=-=-=-=
Force Points: 6 (8 -2 spent on Lightsabers)
Destiny Points: 3
Base Attack Bonus: +6
=-=-=-=-=-=-=-=-=-=
Defenses:
Reflex: 19 (10 +7 level +2 Scoundrel)
Fortitude: 19 (10 +7 level +2 Soldier)
Will: 24 (10 +7 Level +4 Will +1 Jedi +2 Racial)
=-=-=-=-=-=-=-=-=-=
Skills:
+18 Use the Force: +3 level +5 trained +5 skill focus +5 charisma = +18.
+8 Initiative: +3 level +5 trained = +8
+12 Perception: +3 level +5 trained +4 wisdom = +12
+13 Persuasion: +3 level +5 trained +5 charisma = +13
=-=-=-=-=-=-=-=-=-=
Feats:
Force Sensitivity
Weapon Proficiency (Simple Weapons)
Weapon Proficiency (Lightsabers)
Force Training [Move Object, Force Slam, Negate Energy, Mind Trick, Surge, Drain Energy]
Skill Focus: Use The Force (Level 2 Jedi feat)
Skill Training: Initiative (Replaces bonus class feat from Soldier 1)
Force Training [Move Object, Force Thrust, Force Stun, Vital Transfer, Enlighten, Kinetic Combat] (clvl3 feat)
Skill Training: Persuasion (Replaces bonus class feat from Scoundrel 1)
Force Readiness (Level 4 Jedi feat)
Gunnery Specialist (clvl6 feat)
=-=-=-=-=-=-=-=-=-=
Talents:
Deflect (UtF check to deflect energy fire)
Harm's Way (Swift action to have any shot fired at adjacent ally be directed at me)
Telekinetic Savant (Recover Telekinetic power as swift action once per encounter)
Telekinetic Prodigy (Gain extra Telekinetic power any time Move Object is selected with Force Training)
Damage Reduction (Full Round Action to spend a force point and gain DR 10/- for 10 rounds)
=-=-=-=-=-=-=-=-=-=
Extra Bonuses:
=-=-=-=-=-=-=-=-=-=
Force Powers:
Move Object x2: 6 squares, UTF vs. Will, 15 Medium 2d6, 20 Large 4d6, 25 Huge 6d6, 30 Gargantuan 8d6, 35 Colossal 10d6. +1 Size/+2d6 with Force Point, +3 Size/6d6 with Destiny Point
Force Slam: 6 Cone, 4d6 Damage, UTF vs. Fort. +2d6 with Force Point
Force Thrust: 12 squares, UTF vs. Strength, move object 1 square + 1 square/5 points strength check exceeded. 1d6 damage if pushed into object. -5 to opponents Str check and +2d6 damage for force point.
Force Stun: 6 squares, UTF vs. Will, -1 condition + -1 per 5 points UTF exceeds Will. Force point to move -1 step further.
Kinetic Combat: 12 squares, wield weapon at range using Charisma modifier instead of Strength, swift to maintain, standard to use. +1 to attack for one Force Point
Negate Energy: Make a UtF check - if the result equals or exceeds the damage dealt by an energy weapon, the attack is negated and you take no damage. If your check result is less than the amount of damage dealt, you fail to negate the attack and take damage as normal.
Vital Transfer: The result of your UtF check determines the effect, if any: DC15 - the target heals HP equal to 2x its character level. DC20 - the target heals HP equal to 3x its character level. DC25 - the target heals HP equal to 4x its character level. Each time you use Vital Transfer, you take half as much damage as you heal (rounded down). You may spend a Force Point to avoid taking any damage when you use this Force power. You may spend a Destiny Point to move the target +5 steps up the condition track in addition to healing it normally.
Surge: Free action DC 10, +10 Jump +2 Speed every 5 points. +1 Margin of Success with Force Point
Enlighten: 12 squares, Swift or reaction to make UTF check. Ally can use that in place of one attack roll, skill check or opposed check before your next turn. Force point to extend it to end of next turn.
Mind Trick: 12 squares, UTF vs Will, use stealth skill despite awareness, feint to ignore dex bonus to reflex, make bad idea sound good, target flees 1 minute. Spend force point to improve attitude 1 step + 1 step per 5 points check exceeds will.
Drain Energy: DC 20 UTF check to completely drain energy from small object or weapon. +1 Size category per 5 points. Force point to increase size category once up to Gargantuan.
=-=-=-=-=-=-=-=-=-=
Languages: Basic, Ithorian
=-=-=-=-=-=-=-=-=-=
Items: Long-Range Encrypted Comlink, Vacuum Survival Pouch, Datapad, Aquata Breather, Field Kit (condensing canteens, sunshield roll, week's food, 2 glow rods, 2 breath masks, 24 filters, 12 canisters, all temperature cloak), Utility Belt (liquid cable, medpac, toolkit, power pack, energycell, glow rod, 3 days food), Power Recharger, Bandolier, Decoy Glow Rod
=-=-=-=-=-=-=-=-=-=
Weapons:
Phrik-Laced Dual Phase Saber (+6 attack, 2d8+4 damage/2d8+2 stun. Kinetic Combat: +12 attack, 2d8+10 damage/2d8+8 stun)
Phrik-Laced LightSaber Shoto (+5 attack, 2d4+2 damage), +5 deflect
=-=-=-=-=-=-=-=-=-=
Extra Items: Various outfits
Droid Companion: Fox, MK-F10 series maintenance droid
=-=-=-=-=-=-=-=-=-=
Combat Section:
Armor: None
=-=-=-=-=-=-=-=-=-=
Starfighter Section: None
=-=-=-=-=-=-=-=-=-=
Credits: 10,000
=-=-=-=-=-=-=-=-=-=
EXP:
Current XP: 25,600
XP to next lvl: 28,000
Name: Mm'gunthgl (Gunther)
Species: Male Ithorian
Levels: 5 Jedi, 1 Soldier, 1 Scoundrel
HP: 86
=-=-=-=-=-=-=-=-=-=
Attributes:
Str: 8
Dex: 11 (13 -2 racial)
Con: 10
Int: 10
Wis: 18 (15 +2 racial +1 level 4)
Cha: 20 (17 +2 racial +1 level 4)
=-=-=-=-=-=-=-=
Destiny: Liberation of conscripted force users.
Destiny Bonus: For 24 hours, you and all allies within 10 squares gain a +1 destiny bonus on all skill checks and ability checks.
Destiny Penalty: You take a -2 penalty on all skill checks for 24 hours.
Destiny Fulfilled: You gain a permanent +5 destiny bonus on checks made with one class skill of your choice.
=-=-=-=-=-=-=-=-=-=
Force Points: 6 (8 -2 spent on Lightsabers)
Destiny Points: 3
Base Attack Bonus: +6
=-=-=-=-=-=-=-=-=-=
Defenses:
Reflex: 19 (10 +7 level +2 Scoundrel)
Fortitude: 19 (10 +7 level +2 Soldier)
Will: 24 (10 +7 Level +4 Will +1 Jedi +2 Racial)
=-=-=-=-=-=-=-=-=-=
Skills:
+18 Use the Force: +3 level +5 trained +5 skill focus +5 charisma = +18.
+8 Initiative: +3 level +5 trained = +8
+12 Perception: +3 level +5 trained +4 wisdom = +12
+13 Persuasion: +3 level +5 trained +5 charisma = +13
=-=-=-=-=-=-=-=-=-=
Feats:
Force Sensitivity
Weapon Proficiency (Simple Weapons)
Weapon Proficiency (Lightsabers)
Force Training [Move Object, Force Slam, Negate Energy, Mind Trick, Surge, Drain Energy]
Skill Focus: Use The Force (Level 2 Jedi feat)
Skill Training: Initiative (Replaces bonus class feat from Soldier 1)
Force Training [Move Object, Force Thrust, Force Stun, Vital Transfer, Enlighten, Kinetic Combat] (clvl3 feat)
Skill Training: Persuasion (Replaces bonus class feat from Scoundrel 1)
Force Readiness (Level 4 Jedi feat)
Gunnery Specialist (clvl6 feat)
=-=-=-=-=-=-=-=-=-=
Talents:
Deflect (UtF check to deflect energy fire)
Harm's Way (Swift action to have any shot fired at adjacent ally be directed at me)
Telekinetic Savant (Recover Telekinetic power as swift action once per encounter)
Telekinetic Prodigy (Gain extra Telekinetic power any time Move Object is selected with Force Training)
Damage Reduction (Full Round Action to spend a force point and gain DR 10/- for 10 rounds)
=-=-=-=-=-=-=-=-=-=
Extra Bonuses:
=-=-=-=-=-=-=-=-=-=
Force Powers:
Move Object x2: 6 squares, UTF vs. Will, 15 Medium 2d6, 20 Large 4d6, 25 Huge 6d6, 30 Gargantuan 8d6, 35 Colossal 10d6. +1 Size/+2d6 with Force Point, +3 Size/6d6 with Destiny Point
Force Slam: 6 Cone, 4d6 Damage, UTF vs. Fort. +2d6 with Force Point
Force Thrust: 12 squares, UTF vs. Strength, move object 1 square + 1 square/5 points strength check exceeded. 1d6 damage if pushed into object. -5 to opponents Str check and +2d6 damage for force point.
Force Stun: 6 squares, UTF vs. Will, -1 condition + -1 per 5 points UTF exceeds Will. Force point to move -1 step further.
Kinetic Combat: 12 squares, wield weapon at range using Charisma modifier instead of Strength, swift to maintain, standard to use. +1 to attack for one Force Point
Negate Energy: Make a UtF check - if the result equals or exceeds the damage dealt by an energy weapon, the attack is negated and you take no damage. If your check result is less than the amount of damage dealt, you fail to negate the attack and take damage as normal.
Vital Transfer: The result of your UtF check determines the effect, if any: DC15 - the target heals HP equal to 2x its character level. DC20 - the target heals HP equal to 3x its character level. DC25 - the target heals HP equal to 4x its character level. Each time you use Vital Transfer, you take half as much damage as you heal (rounded down). You may spend a Force Point to avoid taking any damage when you use this Force power. You may spend a Destiny Point to move the target +5 steps up the condition track in addition to healing it normally.
Surge: Free action DC 10, +10 Jump +2 Speed every 5 points. +1 Margin of Success with Force Point
Enlighten: 12 squares, Swift or reaction to make UTF check. Ally can use that in place of one attack roll, skill check or opposed check before your next turn. Force point to extend it to end of next turn.
Mind Trick: 12 squares, UTF vs Will, use stealth skill despite awareness, feint to ignore dex bonus to reflex, make bad idea sound good, target flees 1 minute. Spend force point to improve attitude 1 step + 1 step per 5 points check exceeds will.
Drain Energy: DC 20 UTF check to completely drain energy from small object or weapon. +1 Size category per 5 points. Force point to increase size category once up to Gargantuan.
=-=-=-=-=-=-=-=-=-=
Languages: Basic, Ithorian
=-=-=-=-=-=-=-=-=-=
Items: Long-Range Encrypted Comlink, Vacuum Survival Pouch, Datapad, Aquata Breather, Field Kit (condensing canteens, sunshield roll, week's food, 2 glow rods, 2 breath masks, 24 filters, 12 canisters, all temperature cloak), Utility Belt (liquid cable, medpac, toolkit, power pack, energycell, glow rod, 3 days food), Power Recharger, Bandolier, Decoy Glow Rod
=-=-=-=-=-=-=-=-=-=
Weapons:
Phrik-Laced Dual Phase Saber (+6 attack, 2d8+4 damage/2d8+2 stun. Kinetic Combat: +12 attack, 2d8+10 damage/2d8+8 stun)
Phrik-Laced LightSaber Shoto (+5 attack, 2d4+2 damage), +5 deflect
=-=-=-=-=-=-=-=-=-=
Extra Items: Various outfits
Droid Companion: Fox, MK-F10 series maintenance droid
=-=-=-=-=-=-=-=-=-=
Combat Section:
Armor: None
=-=-=-=-=-=-=-=-=-=
Starfighter Section: None
=-=-=-=-=-=-=-=-=-=
Credits: 10,000
=-=-=-=-=-=-=-=-=-=
EXP:
Current XP: 25,600
XP to next lvl: 28,000
Last edited by Will on Tue Nov 30, 2010 9:44 pm, edited 5 times in total.