Knights of the Old Republic - RG

Karl Green

First Post
Please post your final character for the KNIGHTS OF THE OLD REPUBLIC - THE HISS’AGOTH INSURRECTION games...
 
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drothgery

First Post
Serrana Vao

Medium Female Twi'lek Scoundrel 5/Jedi 1, CL6
Destiny 1; Force Points 9; force boon feat
Init +11; Perception +2; Force Perception +12; Use the Force: +12 low-light vision
Languages Basic, Ryl, Binary, Huttese
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Defense Reflex: 21 (flat-footed 18); Fortitude: 19; Will: 16;
Hit Points: 48 Threshold: 19
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Speed 6 squares
Base Attack Bonus +4, Grp +4
Melee Lightsaber +8 (2d8+3) weapon finesse; Serrana has built her own lightsaber
Ranged sporting blaster pistol (accurate weapon) +7 (3d4+3) or
Ranged sporting blaster pistol (accurate weapon) +7 (4d4+3) aim/deadeye
Atk Options
Special Abilities point blank shot
Force Powers Known (Use the Force +12): none
Force Secrets: none
Force Techniques: none
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Abilities: Str 10, Dex 16, Con 12, Int 14, Wis 8, Cha 18
Talents:
damage reduction 10, force perception, fool's luck, spacehound
Feats: deadeye, force boon, force sensitive(free), point blank shot, precise shot, skill focus (pilot), weapon finesse, weapon proficiency (lightsabers, pistols, simple weapons), vehicular combat
Skills: initiative +11, mechanics +10, persuasion +12, pilot +16, use computer +10, use the force +12; can reroll deception checks
Possessions:
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Clothes, knife, sporting blaster pistol, targetting scope, datapad, flight suit, utility belt (3 days of rations, medpack, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser with grappling hook), 2 X hip holster (pistol, lightsaber), 35 credits
Experience 10,000
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Height 1.5m, Weight 45kg
Accessories
T3-A17 T3-series Astromech Droid (could possibly be a PC?)
at one point had possession of a highly modified space transport with a dubious title (Nomi probably has disposed of it)
Background
Serrana has had a lot of luck packed into the scant sixteen years of the Twi'lek's life to date. Not all of it was good. Certainly it was bad luck that a well armed and dissatisfied customer caught up with her parents -- it seemed like they wanted her father to try and make an illegal delivery while a customs squad was still there on Nar Shadaa; it was good luck that she was in the cockpit when they were killed, and so flew off with their transport using the skills she'd learned at her mother's knee (both of her parents being quite successful smugglers up to that point). If any creditors wanted the ship, well, they never asked her about it. Though this might be because she never checked her parents mail, and kept to the outer rim. Sure that smuggling had done her parents in, she stuck to transporting passengers discretely in the outer rim, where they didn't bother with pesky things like 'commercial spacers licenses' or 'transport union membership cards' or 'starship registrations'.

And after surviving for nearly a year doing that -- and there were more than a few close calls -- her passengers were a Jedi knight and some of her padawan learners. Who didn't realize until after they'd left orbit that they'd hired a fourteen-year-old Twi'lek girl as their transportation. But the Jedi did very quickly realize that Serrana was force sensitive herself -- which probably had a lot to do with why she hadn't been killed.

In the last few years she's learned from Nomi Sunrider how to master her innate gifts with the Force, and applied her mechanical talent to constructing the Jedi's traditional lightsaber -- though, truly told, if fighting started, she still preferred a blaster in her hand, or better yet, her hands on the controls of a starship.

Despite losing her parents a few years ago and growing up a smuggler's daughter, she's friendly, cheerful, and possibly just a bit naive. She tends to walk into situations and expect to be able to improvise her way through -- and it works for her (above average intelligence, high charisma, and the Force making up for low wisdom).

Appearance

Serrana is a short, 'cute', young blue-skinned Twi'lek; she looks rather like Mission Vao (who may be a collateral decendant of hers). The Female Twi'lek Jedi Knight on page 218 of the rulebook is about what she wants to be when she grows up (since, IIRC, that used to be the Jedi Ace picture :) ).

[sblock=213 things Serrana can't do in the Jedi Order]
1. Sith Acolytes will not join the Light Side for paid vacation and a better dental plan. It is wrong to attempt this in training exercises.
2. New Padawans do not have to sleep outside until they can open their room door with the Force. It is wrong to hack the locks to create the impression that this is true.
3. Refering to the Sith Lord in the simulation as 'Mr. Wrinkly-Face' will not make it any easier to defeat him.
4. Jedi Knights are rarely authorized to use high explosives. Padawans never are.
5. 'Peace through superior firepower' is not part of the Jedi Code.
6. Although you should follow Master Sunrinder's instructions absolutely, she does not require you to refer to her as 'Mistress and God'.
7. Although reprogramming the simulators does demonstrate some technical prowess, it will not improve your proficiency with a lightsaber.
8. Customs inspectors are not intrinsicly linked to the Dark Side of the Force. No matter what your parents told you.
9. Sneaking off to the cantina with your fellow Padawans is not 'searching your feelings through the Force'. Especially when you're under the legal drinking age.
10. Constructing a lightsaber is a deep, meditative process where a Jedi learns as much about herself as she does about the weapon she builds. Thefore, after completing your own, knocking off a few others from spare parts and trying to sell them for spare credits is frowned upon.

11. A lightsaber is an elegant weapon, with many unique capabilities. It is not a 'stinking short-range glow stick'.
12. Attempting to initiate telepathic contact with members of an interplanetary crime syndicate is not a good way to test my control of the Force. No matter how nice they were to me when I was a kid.
13. Twi'lek dancing girl constumes do not have any impact on holographic simulated enemy soldiers. Even if your mother said they had plenty of impact on real ones.
14. Programming training droids to do traditional Twi'lek dances is another excellent demonstration of technical skill. However, this also will not improve your skill with a lightsaber.
15. Full throttle is not the proper cruising setting for a luxury yacht.
16. Nor a space transport.
17. Nor even a starfighter.
18. My title is 'Padawan Vao'. It is not 'Blue Lady of the Light'.
19. Civillian vehicles may not be requisitioned in training exercises. No matter how cool that new landspeeder model is.
20. May not use the Force to pick pockets. May not use sleight of hand either.
[/sblock]

Log
[sblock]
6/29/07 - Used a force point for Fool's Luck.
8/9/07 - Used a force point for Fool's Luck.
[/sblock]
 
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Shalimar

First Post
Jade Shesh

Medium Female Human, Noble 4/ Jedi 2 CL6
Destiny 1; Force Points 11 Force Boon
Init +11; Perception +10; Use the Force: +16
Languages Linguist: Basic, Huttesse, Ithorian, Durese, Kel Dor, Kuati
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Defense Reflex: 20 (flat-footed 17); Fortitude: 17; Will: 20; Deflect
Hit Points: 44 Threshold: 17
notes on Immunities and special resistances
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Speed 6 squares
Base Attack Bonus +5, Grapple +4
Melee Light Saber +8 (2D8 + 2)
Melee Light Saber +6 (3D8 + 2) Rapid Strike
Ranged any ranged weapon attack and notes
Attack Options
Battle Strike, Weapon Finesse, Rapid Strike
Special Abilities Deflect, Equilibrium
Force Powers Known (Use the Force +16): Battle Strike, Force Disarm, Force Slam, Mind Trick, Move Object, Surge
Force Secrets: none
Force Techniques: none
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Abilities: Str 8, Dex 16, Con 10, Int 14, Wis 14, Cha 16
Talents: Wealth (Noble 1), Equilibrium (Noble 3), Deflect (Jedi 1),
Feats: Weapon Proficiency (Light Sabers, Pistols, Simple Weapons), Force Sensitive(Free), Linguist(Free), Force Boon (1st level), Skill Emphasis: Persuasion (Human), Skill Emphasis: Use The Force (Noble 2), Force Training (3rd Level), Weapon Finesse (Noble 4), Rapid Strike (Jedi 2), Force Training (6th level)
Skills:
Deception +11, Gather Information +11, Initiative +11, Know. Galactic Lore +10, Perception +10, Persuasion +16, Pilot +11, Use Computer +10, Use The Force +16

Possessions: Light Saber, Wardrobe, 4800 credits, The Star Jewel (Starwind Class Yacht) [90000/150000]
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Experience 10,000
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Height 1.55m, Weight 44kg

Background: Jade is a scion of the Shesh family of Kuat. One of the 10 founding families of Kuat, the Shesh and the other families built the massive world encircling space station known as the Kuat Drive Yards. KDY, the source of the majority of the Galaxy's starships, created almost unlimited wealth and power for the world, especially the noble families. A founding member and one of the most influential of the Republic the noble families have developed a somewhat singular culture.

Jade has lived a life of leisure, jetting off to Coruscant for the latest gallery opening, or wherever her fancies took her so long as she understood that when the time came she would return Kuat and purchase a Telbun to father her child. It was on one of her many vacations that she met Nomi Sunrider, the woman who would become her teacher in the ways of the force. Initially she was drawn to the power control of the force would give her, but slowly the spoiled princess lost her rough edges through the training. She would always be haughty and enamored of luxury, but she did have a sense of noblisse oblige, and the respect accorded to Jedi certainly didn’t hurt.
 
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Falkus

Explorer
Talesa Nell, Jedi Healer

Medium Miraluka Female Noble 1/Jedi 5, CL6
Destiny 1; Force Points 8
Init +9 (can re-roll); Perception +16, (blind +7); Use the Force: +16
Languages (Linguist): Miralukese, Basic, Bothese, Cerean, Ithorese, Mon Calamarian, Ryl
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Defense Reflex: 19 (flat-footed 18); Fortitude: 18; Will: 23; Deflect
Hit Points: (45); Threshold: 17
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Speed 6 squares
Base Attack Bonus +5, Grapple +4
Melee Light Saber +6 (2D8 + 2)
Ranged +6 (BLIND)
Attack Options: Force Disarm, Force Stun, Rebuke
Special Abilities: Deflect, Force Perception
Force Powers Known (Use the Force +16): Battle Strike, Farseeing, Force Disarm, Force Stun (2), Mind Trick, Move Object, Rebuke, Surge, Vital Transfer
Force Secrets: none
Force Techniques: none
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Abilities: Str 8, Dex 12, Con 10, Int 14, Wis 19*, Cha 16* (* +1 at level 4)
Talents: Force Perception (Noble 1), Deflect (Jedi 1), Force Focus (Jedi 3), Equilibrium (Jedi 5)
Feats: Weapon Proficiency [lightsaber, pistols, simple weapons] (base Noble, Jedi), Force Sensitive (free racial), Linguist (free Noble), Improved Defenses (1st Level), Skill Focus: Use the Force (Jedi 2),Force Training (3rd Level), Weapon Finesse (Jedi 4),Force Training (6th level),
Skills:Gather Information (+11), Initiative (+9), Knowledge [galactic lore] (+10), Knowledge [life sciences] (+11), Persuasion (+11), Ride (+9), Treat Injury (+12), Use the Force (+16)
Possessions: Light Saber, Robe
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Blindness: Miraluka cannot see normally. Unless they are able to use Force Sight (see below), all targets effectively have total concealment from them.
Force Sight: Miraluka have the ability to see through the Force despite being blind. This functions as the Force technique Improved Sense Surroundings (SECR p.103).
Quick Reactions: Miraluka may reroll Initiative checks, but they must keep the second result even if it is worse.

Equipment:
Jedi Robes
Lightsaber
Med Kit + 6 Med Packs [26 Kilograms]
10 Binder Cuffs [5 Kilograms]
3100 credits

Age: 18

Description: Talesa stands at five feet three inches, with very pale, white skin. She has long, purple hair, and a very narrow build. Her eyes, like all of her species, are solid, white orbs, vestigial organs that have no purpose. She normally wears a white blindfold on her face to conceal them.

Background:
The war between Stratos III and Stratos V was one of those small conflicts that flare up all the time in the Republic, and that everybody on both sides tries to pretend never happened.

The war was caused by both governments with opposing ideologies discovering a valuable mineral resource on the uninhabited planet of Stratos IV. Both sides wanted it, and failures in negotiations eventually lead to a small war over it. The war lasted all of three hours, and killed seventy-six people total, before Jedi and Republic negotiators brought an end to it. Of the casualties, forty were passengers on the Borelias when it entered the combat zone, unaware of the war, and was destroyed by trigger happy defense forces. Talesa was the forty-first passenger, a young Miralukan child with her parents. They were travellers, a rather among their species, and had brought their child with them to 'see' the universe. Talesa was the only survivor, being placed in an escape pod seconds before the ship blew.

She was quite heavily traumatized by the loss of her parents, and was taken in by the Jedi negotiators after the hostilities had seized, and her lifepod recovered. Initially, the Jedi planned to return her to her homeworld, but she begged them to allow her to join the Jedi order.

This was partially because her parents wanderlust, a rarity among the Mirulka, had been encouraged in her, and partially because she didn't believe she had anything to return to. Her entire life had been spent with her parents, she'd only spent a few years on Alpheridies. Their death's had removed everything in her universe, and the only real connection she ever had to her species. With her natural potential, the Jedi agreed to her request and, at the age of twelve, Talesa joined the Jedi and was sent to be trained.

She became the Padawan of Nomi Sunrider, and has spent the last six years training the ways of the Jedi, honing her natural talent for the Force into a powerful tool.

She's made no real attempt to rejoin with other Miraluka in the years since. As said, her only connection to the rest of her species were her parents. The few times she has met other Miraluka has left both parties feeling somewhat uncomfortable, due to the changes she's undergone because of her time with other races.

Personality:
Talesa , in her years of training, has taken the Jedi code to her heart. She lives and breathes it, and tries to follow it with all of her actions and thoughts.

She also still has her species natural inclinations towards pacifism. She reconciles that by only killing at a last resort, even in situations where other Jedi would kill. She uses her lightsaber skills and talent with the force to disarm, disable, stun, etc. her enemies, only ever killing when it is absolutely necessary to save an innocents life.

Her primary flaw is her refusal to acknowledge her life before the Jedi order. The loss of her parents traumatized her severely. Despite the best efforts of Jedi counselors and psychologists, she considers her life to only have begun once she entered the Jedi order. She will not talk about anything in her life that happened before that day.
 
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Maeglin

First Post
Elan Xandar Renn

Medium Male Human Jedi 6, CL6
Destiny 1; Force Points 11; Force Boon
Init +11; Perception +10; Use the Force: +15
Languages Basic, Huttese
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Defense Reflex: 20 (flat-footed 17); Fortitude: 18; Will: 19; Block, Deflect, Redirect
Hit Points: 36 + 5d10 = 68 Threshold: 18
http://invisiblecastle.com/find.py?id=1108059
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Speed 6 squares
Base Attack Bonus +6, Grp +9
Melee Lightsaber +10 (2d8+3)
Melee +6
Ranged +9
Atk Options Acrobatic Strike
Special Abilities Redirect shot
Force Powers Known (Use the Force +15): Force Disarm, Force Slam, Mind Trick, Move Object, Surge, Battle Strike
Force Secrets: none
Force Techniques: none
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Abilities: Str 10, Dex 16, Con13, Int 12, Wis14, Cha 14
Talents: Deflect, Block, Redirect
Feats: Force Training (2), Weapon finesse (lightsaber), Skill Focus (Use the Force), Force Boon, Weapon Focus (Lightsaber), Acrobatic Strike, Force Sensitivity, Weapon Proficiency (Lightsaber), Weapon Proficiency (Simple Weapons)
Skills:Use The Force (+15), Acrobatics (+11), Perception (+10), Initiative (+11)
Possessions: Lightsaber (blue), Utility Belt, Jedi Robes, Basic Datapad, Holorecorder, Aquata Breather, All-temperature cloak, 40 credits
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Experience 10,000
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Height 1.77m, Weight 75kg

Background

Elan Xandar Renn was born in a backwater world, the Siul system, where contact with the Republic had been lost for many years. The planet had regressed to a sort of Dark Age. When Elan spontaneously manifested Force abilities as a child, he was feared as a witch, was apprehended by the local authorities and was set to be executed.

He was rescued by wandering Jedi Knight Arios Vol, an explorer for the Republic, who had just rediscovered the system during a blind hyperspace jump. Arios sensed the strong potential in the child, and took him to raise as his own.

Elan is eternally grateful to Arios for having saved him, and for teaching him the ways of the Force. Elan lives and dies by the Jedi code, and is the quintessential jedi padawan.

Recently, Elan had returned from a solo mission, and expected to rendez-vous with his master. After the appointed time, Arios failed to show. Having waited a prudent amount of time, Elan left a message for Arios at the space station where they were supposed to meet, and took passage aboard a transport bound for the Devlak V system, there to seek Jedi Master Nomi Sunrider, and complete his training, as he had been instructed to do by Arios, in case of his disappearance.

Physically, Elan is slightly below average in height, slim and wiry. He wears the traditional brown jedi robes and tan colored uniform. His lightsaber, given to him by Arios, is blue. His skin is fair, but tanned. He has black hair, worn at medium length, and brown eyes. He is in his mid to late twenties, and now sports a goatee to appear older.
 
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ValenarJaeldira

First Post
"Arro" or "Sarge" R0-T4 Military Training and Tactical Analysis Droid

Medium Droid (4th degree) Soldier 6, CL6
Destiny 1; Force Points 8
Init +12; Perception +3; Darkvision
Languages Basic, Binary, Hiss'agoth
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Defense Reflex: 22 (flat-footed 18); Fortitude: 18; Will: 16; Improved Armored Defense
Hit Points: 57 Threshold: 18
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Speed 6 squares
Base Attack Bonus +6, Grp +8
Melee punch +8 (1d3+5) or
Ranged Heavy Blaster Rifle +11 (3d10+3) or
Ranged Heavy Blaster Rifle +9 (4d10+3) (Rapid Shot) or
Area Heavy Blaster Rifle +6 (3d10+3) (Autofire) or
Ranged Sporting Blaster Rifle (accurate) +11 (3d6+3) or
Ranged Sporting Blaster Rifle (accurate) +9 (4d6+3) (Rapid Shot) or
Ranged Heavy Blaster Rifle +9 (3d10+3) and
Ranged Sporting Blaster Rifle (accurate) +9 (3d6+3) (Dual Weapon Mastery II)
Atk Options Dual Weapon Mastery II, Point-Blank Shot, Precise Shot, Rapid Shot
Special Abilities Battle Analysis
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Abilities: Str 14, Dex 18, Con --, Int 12, Wis 10, Cha 10
Talents: Armored Defense, Battle Analysis, Improved Armored Defense
Feats: Armor Proficiency (light, medium), Dual Weapon Mastery I, Dual Weapon Mastery II, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Rifles), Weapon Proficiency (pistols, rifles, simple weapons)
Skills: Initiative +12, Knowledge (Tactics) +9, Mechanics +9, Treat Injury +8
Systems: Plasteel Shell, Jump Servos, Reinforced Blaster Rifle tool appendage, darkvision, rifle storage attachment (985/1000 credits), Hiss'agoth translator
Possessions: heavy Blaster Rifle, sporting blaster rifle, short-range comlink, medpac, 75 credits
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Experience 10,000
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Height 2m, Weight 215kg
 
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Brother Allard

First Post
Jarec Noscondra, Jedi Guardian

Jarec was a Republic soldier stationed on a backwater world in the Outer Rim. It was a lackluster assignment which completely failed to satisfy his dreams of glory and adventure. Until the Mandalorians attacked. Unprepared and undermanned, the Republic force was instantly overwhelmed and Jarec - badly wounded - would prove to be one of the few survivors. He managed to retreat to a nearby settlement where he was hidden by the brave farmers and kept alive, if only barely. The Mandalorians held the outpost for a brief time until word came of the imminent arrival of a delegation of Jedi. Rather than face the order, they retreated, and when the delegation arrived they found little but smoldering ruins and a contingent of locals with a small piece of news. The Jedi removed Jarec from the planet, treating his injuries aboard the starship, and gathering what information from him they could about the Mandalorians. The force was strong with him, and when he finally appealed to them to let him join them, they agreed.

Jarec had thought his outfit in the Republic military was an exemplar of fitness and ability, but they had been like children when faced with the Mandalorians. That the Mandalorians had then fled at the news of the Jedi's arrival left a strong impression. Jarec does not ever wish to find himself in a position of such weakness again. His obsession with readiness and martial prowess is a matter of some concern for Master Sunrider, and she has been working to teach him the value of patience and inner peace. He has proved rather less adept at these lessons than in his lightsaber training.

The Jedi were able to nurse Jarec back to his former strength, but he has refused to allow the removal of his scars. He bears them as a reminder to himself. The most impressive of these runs from the left corner of his mouth to the base of his left ear, a substantial portion of which is still missing.

Medium Human Male Soldier 2/Jedi 4, CL6
Destiny 1; Force Points 8
Init +10; Perception +5; Use the Force: +13
Languages Basic
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Defense Reflex: 19 (flat-footed 17); Fortitude: 20; Will: 19; Block, Deflect
Hit Points: 61 (42 +5d10) Threshold: 20
Tough as Nails, can take one extra Second Wind per day
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Speed 6 squares
Base Attack Bonus +6, Grp +9
Melee Lightsaber +10 (dmg 2d8+6)
Double Attack +5/+5 melee attack with Lightsaber
Ranged +8
Atk Options Double Attack, Power Attack
Special Abilities +1 Reflex Defense with activated lightsaber (lightsaber defense)
Force Powers Known (Use the Force +13): Battle Strike, Negate Energy, Surge
Force Secrets: none
Force Techniques: none
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Abilities: Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 11
Talents [3]: Deflect, Lightsaber Defense, Tough as Nails
Feats [7]: Armor Proficiency (light, medium), Double Attack, Cleave, Force Training, Power Attack, Skill Focus (Use the Force), Skill Training (Use the Force), Weapon Focus (lightsaber), Weapon Proficiency (lightsaber, pistol, rifle, simple)
Skills [4]: Acrobatics (+10), Initiative (+10), Jump (+11), Treat Injury (+10), Use the Force (+13)
Possessions: Lightsaber, Jedi Robes, Utility Belt (3 days of rations, medpack, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser with grappling hook)




[SBLOCK=Notes]Use the Force Skill allows you to do the following…
• Force Trance (DC10) full-round action, fully aware of surround. Each hour in trance you regain hit points equal to your level. If you remain for 4 hours you are fully rested (as if 8 hours of sleep). It is a Swift action to come out of the trance.
• Move Light Objects (DC10) as a Move action, objects up to 5kg within 6 squares (each square is about 1.5 meters). As an attack, Standard action vs. opponents Ref Defense, damage is 1d6
• Search Your Feelings (DC15) Full-round action, give you a basic idea if your action is favorable or not.
• Sense Force (DC automatic, plus)
• Sense Surroundings (DC15) as a Swift action, Use the Force check to ignore the affects of cover or concealment when making a Perception check to detect or observe objects. DC +5 if object under total cover.
• Telepathy (Will Defense if unwilling, willing DC10 + depending on how far away they are) as a Standard action can establish a telepathic link with another creature to exchange a single thought or emotion (“Danger”, “Help”, “Go”, etc)
You can take 10 on Use the Force but you cannot take 20

Force Powers Known: note that Force Powers can only be used once each per encounters, unless 1 of the following happens – (1) combat is over and you have about a minute to rest and you regain the use of all powers. (2) you roll a natural 20 on the Use the Force skill check, you regain all used Force Powers at the end of your turn. (3) you spend a Force Point as a Reaction and immediately regain the use of one of your powers of choice. (4) some unique ability or talent (none for you yet).
• Battle Strike – Time: Swift action. Target: You. Use the Force skill Check: DC15: Gain +1 force bonus on your next attack and deal 1d6 extra damage. DC20: as DC15 but deal 2d6 extra damage. DC25: as DC15 but deal 1d6 extra damage. Special: If you spend a Force Point you deal an additional 2d6 damage on your next attack roll when you use this power.
• Negate Energy – Time: Reaction (but you must be aware of the attack and not flat-footed). Target: one attack directed at you that deals energy damage. Use the Force skill Check: If the check equals or exceeds the damage dealt by the energy weapon, the attack is negated and you take you damage. Special: if you succeed your skill you, you can spend a Force Point and regain a number of hit points equal to the damage of the negated attack, up to your maximum hit point score.
• Surge – Time: Swift action. Target: You. Use the Force skill Check: DC10: you gain +10 force bonus to jump checks and your speed increases by 2 squares until the start of your next turn. DC15: you gain +20 force bonus to jump checks and your speed increases by 4 squares until the start of your next turn. DC20: you gain +30 force bonus to jump checks and your speed increases by 6 squares until the start of your next turn. Special: you can spend a Force Point to gain an additional +10 to your Jump checks and 2 additional squares of movement.
Talents [3]:
• Deflect – as a Reaction (no time) allows you to make a Use the Force skill roll vs. a ranged attack that succeeds in hitting you. Each addition time it is used in a round there is a cumulative -5 to your skill roll. Must be aware of the attack
• Lightsaber Defense – grants you +1 to Reflex Defense when you have an activated Lightsaber in your hands
• Tough as Nails – allows you to use Second Wind twice in one day
Feats [7]:
• Armor Proficiency (light, medium) – free for solider class, can you the armor or class bonus to Ref defense.
• Dual Weapon Master I – allows you to wield two weapons and attack twice in one round. Each attack is at -5 to your attack roll with the weapons. Damage is the same for both weapons
• Cleave – as in the base D20, if you drop a foe you can attack an adjacent target that round
• Force Sensitivity – I forgot this one on your Character Sheet, gained it for free.
• Force Training – you gain 1 + your Wisdom modifier (min 1) in Force Powers each time you take this feat
• Power Attack – lower your base attack by up to -5 to gain a +5 to damage
• Skill Focus (Use the Force) – grants you +5 to one skill
• Skill Training (Use the Force) – grants you the Trained bonus (+5) and ability to use the skill fully (many skills have basic uses and advanced uses that you have to be trained with the skill in order to use it)
• Weapon Focus (lightsaber) – as base D20, grants you +1 attack bonus with one weapon. Also allows you to specialize with a lightsaber with a Talent if you want
• Weapon Proficiency (lightsaber, pistol, rifle, simple) – free for soldier class and 1 free when you multiclass to Jedi (lightsaber)
Skills [4]: 3 starting skills for being a soldier +1 for Human and +1 for skill training feat. Skills are determined a bit weird – your roll for all Skills is ½ your level (round down) + the skills’ attribute. If you are trained with a skill you get +5 to your roll. If you take the Skill Focus Feat you get +5 to the skill roll (So your Use the Force is 3 + your Charisma Modifier +5 for Trained and +5 for Skill Focus)
• Acrobatics [DEX] (+10) as base d20, used for Tumbling and Balance checks
• Initiative [DEX] (+10) used to determine your initiative in combat and also when someone tries to Deceive you to catch you flat-footed (aka Bluff from base D20)
• Jump [STR] (+11) how high or far you can jump
• Treat Injury [WIS] (+10) used to treat injured, not only to stabilize but to heal some hit points back and to remove conditional modifiers
• Use the Force [CHA] (+13) explained above[/SBLOCK]
 
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Caros

First Post
Nicolas

Nicolas.

Medium Human Male, Jedi 6. CR 6.
Destiny 1, Force Points 8
Init - +11, Use the force +16, Perception +5
Languages: Basic
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Defence: Reflex- 21, Fort - 18, Will - 20
Hit Points:63 (http://invisiblecastle.com/find.py?id=1113708)
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Speed 6 Squares
Base Attack Bonus: +6
Melee Lightsaber: +9 (2d8+3)
Ranged Attack: +9 (Weapon used)
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Force Powers Known: Farseeing, Battle Strike, Force Slam, Mind Trick, Move object, Negate Energy, Surge.
Force Secrets:None
Force Techniques:None
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Abilities: Str 10, Dex 16, Con 10, Int 12, Wis 14, Cha 16.
Talents: Block, Deflect, Redirect.
Feats: Acrobatic Strike, Improved defences, Rapid Strike, Weapon Finess (Lightsaber), Force training x2, Skill Emphasis(Use the Force)
Skills:[4] Use the Force (+16), Acrobatics (+11), Initiative (+11), Computer Use (+9)


Nicolas was one of the few children raised from an early age to be a Jedi, indeed he was a true example of what would later become the norm for the Jedi order. Born on Coruscant he was identifed at the age of two to be force sensitve. His parents, a couple who had never wanted a child in the first place were happy to give away what they were assured would be a strange and troubled young boy if not properly trained.

Indoctrinated from infancy in the ways of the Jedi, he was fascinated not only with the power that could be wielded, but in the peace it brought to him. A proponent of meditation and thought, Nicolas' first master taught him that in any situation one must first think. Center one's self, orginize one's thoughts, and then, if the living force was in harmony, act swiftly and decisively.

All this led to a strange young man, he would seem in most situations serene and harmless, only to spring into fierce action the moment it was required.

Appearence: Nicolas was a tow headed young man. About Eighteen years of age he wore his black hair combed forward and cut above his eyes, a simple pair of robes with almost the consistency of burlap resting atop his flesh. His lightsaber was a viberant emerald blade that led down into a simple, inornate hilt.
 
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Karl Green

First Post
And just cause it is fun, here are some of the Rogues you have faced (note as you 'beat' others I will post them also)

Hiss’agoth Species Traits
Attribute Modifier
: +2 to Dexterity, -2 to Intelligence and Charisma
Gifted Jumpers: Hiss’agoth can take 10 when jumping even under stressful situation. Also they do not require running movement before leaping (no extra multiplier for standing jumps). Finally Jump is considered a class skill even it is normally not listed as a class skill.
Conditional Bonus Feat: If the Hiss’agoth is trained in Jump they gain the bonus feat – Skill Focus (Jump).
Scaly Skin: Hiss’agoth skin is tough and scaly and grants them +1 to their Reflex Defense.
Primitive: Hiss’agoth do not gain Weapon Proficiency in pistol, rifle or heavy weapons, even if their class normally allowed it.
Languages: Hiss’agoth

Hiss’agoth nomads
Medium Hiss’agoth nonheroic 4; CL1
Dark Side 0; Init +5; Senses Perception +7
Languages Hiss’agoth
Defenses Ref 14 (flat-footed 11), Fort 10, Will 10
Hit Points 11; Threshold 10
Speed 6 squares
Base Atk +3; Grp +4
Melee +6 fighting spears (1d8+1)
Ranged +6 bows (1d8)
Special Abilities Gifted Jumpers, Shake it Off
Abilities Str 12, Dex 16, Con 11, Int 8, Wis 10, Cha 8
Feats Skill Focus (Jump), Skill Training (Perception), Skill Training (Stealth), Weapon Finesse, Weapon Proficiency (simple)
Skills Jump +13, Perception +7, Stealth +10
Possessions Fighting spears, bow with 10 arrows, primitive all-temp cloaks (desert)

Hiss’agoth nomad leaders
Medium Hiss’agoth Scout 5; CL4
Dark Side 0; Force Points 3
Init +10; Senses Perception +8
Languages Hiss’agoth
Defense Reflex: 21 (flat-footed 18); Fortitude: 17; Will: 16
Hit Points: 40; Threshold: 17
Speed 8 squares; Long Stride
Base Attack Bonus +4, Grapple +5
Melee +7 spears (1d8+3)
Ranged +7 spears (1d8+3)
Atk Options Rapid Strike
Special Abilities Gifted Jumpers, Shake it Off
Abilities: Str 12, Dex 17, Con 12, Int 10, Wis 12, Cha 10
Talents: Acute Senses, Expert Tracker, Long Stride
Feats: Rapid Strike, Shake it Off, Skill Focus (Jump), Skill Focus (Survival), Skill Training (Initiative), Weapon Finesse, Weapon Proficiency (simple)
Skills: Endurance +8, Initiative +10, Jump +14, Perception +8, Stealth +10, Survival +13
Possessions: Fighting spears, primitive all-temp cloaks (desert)


I gave the Hiss'agoth a -1 to the CL just cause with their weapons they had little to no chance of hurting any of you to badly. Now the base ones would be 0 or 1/2 but I will just say 1 for now and so calculating the XP that you got from these guys… it was 8+16= 32/3 =10 which it was NO way that tough… so I am dividing it by the number of character so 32/7 =4 which seems about right. So that would mean 800/7 = 114 each. But I will be awarding others in a bit here, so don’t worry about it yet.
 
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Karl Green

First Post
OK the next set is NOT for current players... please say out if you are playing in the KoTR game as it will spoil some of the fun. You will get to look at all of these later. NOTE you are not expected to fight everyone here, but just in case ;)

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Popottus the Hutt
Large Hutt noble 4/scoundrel 4/crime lord 4 CL12
Destiny 1, Force 7, Dark Side 15
Init +8; Senses Perception +18
Languages Basic, Bocce, Huttese, Ryl, Nikto, Gamorrean, Sriluurian
----
Defenses Reflex 21 (flat-footed 21), Fortitude 25, Will 28; +5 to Will defense vs. Use the Force
Hit Points: 108; Threshold 36
----
Speed 2 squares; can’t be tripped or knocked prone
Base Atk +9; Grp +11
Melee unarmed +11 (1d8+8)
Ranged by weapon type +6
Atk Options Pin, Point Blank Shot
Special Actions Command Cover, Disruptive, Inspire Fear I, Walk the Line
---
Abilities Str 14, Dex 4, Con 16, Int 14, Wis 14, Cha 17
Talents Attract Minion, Connections, Disruptive, Inspire Fear I, Notorious, Shares Notoriety, Walk the Line, Wealth
Feats Improved Damage Threshold, Improved Defenses, Linguist, Martial Arts I, Pin, Point Blank Shot, Skill Focus (Deception, Gather Information, Perception, Persuasion), Toughness, Weapon Proficiency (pistols, simple weapons)
Skills Deception +19, Gather Information +19, Initiative +8, Knowledge (bureaucracy) +13, Knowledge (galactic lore) +13, Perception +18, Persuasion (may re-roll and keep better result) +19, Use Computer +13
----
Possessions lots of stuff, palace, various skiffs, barges, and transports


The Dark Witch/Dancer Sisters – Kyl and Rylle Dornus
Medium Female Twi’lek Scoundrel 8, CL8 (twin sisters)
Destiny 0, Force 6, Dark Side 10
Init +13; Senses Perception +6, Force Perception +18; low-light vision
Languages Basic, Ryl, Lukku, Huttese
----
Defense Reflex 27 (flat-footed 20), Fortitude 22, Will 21
HP 49; Threshold 22
----
Speed 6 squares
Base Atk +6, Grp +6
Melee +10 unarmed (1d10+4)
Ranged +10 Hold-out Blaster Pistol (3d4+4)
Atk Options Point Blank Shot
Special Abilities Damage Resistance, Sneak Attack
Force Powers Known (Use the Force +18): Mind Trick, Surge
----
Abilities Str 10, Dex 18, Con 11, Int 12, Wis 14, Cha 19
Talents Damage Resistance (10), Force Perception, Sneak Attack (1d6)
Feats Force Sensitivity, Force Training, Martial Arts I, II & III, Point Blank Shot, Weapon Finesse, Skill Focus (Use the Force), Weapon Proficiency (pistols, simple)
Skills Acrobatics +12, Deception +12 (may re-roll test, must take second result), Initiative +12, Stealth +12, Use Computers +9, Use the Force +17
----
Possessions Hold-out Blaster Pistols, Skimpy costumes


O’jon Getta’norm
Medium Male Falleen Scoundrel 8, CL8
Destiny 0, Force 6; Dark Side 10
Init +6; Senses Perception +10
Languages Basic, Falleenic, Huttese, Ryl, Shriiwook (cannot speak)
----
Defense Reflex 22 (flat-footed 20), Fortitude 19, Will 20; +5 to Will defense vs. Use the Force
HP 49; Threshold 19
----
Speed 6 squares
Base Atk +6, Grp +6
Melee +8 viboblade (2d6+4)
Ranged +8 hold-out blaster (3d4+4)
Atk Options Deadeye, Point Blank Shot
Special Abilities Semi-Aquatic, Pheromones
----
Abilities Str 10, Dex 14, Con 12, Int 17, Wis 12, Cha 18
Talents Fool’s Luck, Knack, Lucky Shot, Disruptive
Feats Deadeye, Melee Defense, Point Blank Shot, Quick Draw, Skill Focus (Deception), Skill Focus (Persuasion), Weapon Finesse, Weapon Proficiency (advanced melee weapons, pistol, simple)
Skills Acrobatics +11, Deceptive +18, Gather Information +13, Knowledge (Galactic Lore) +12, Perception +10, Persuasion +18, Stealth +11
----
Possessions Formal robes, vibroblade (concealed), Hold-out blaster (concealed)

Falleen Species Traits
A semi-aquatic cold-blooded race that can slightly alter their skin color and naturally exuded pheromones which made them all but irresistible to the opposite sex of any known species. They are also fairly xeno-phobic.
Medium Size and Speed: 6 squares
Semi-Aquatic can breath underwater
Pheromones Falleen can re-roll and Deceptive and Persuasion check made against any member of the opposite sex that can ‘smell’ them (within 6 squares)
Resistant to the Force +5 to Will defense vs. Use the Force powers and skills
Languages Basic and Falleenic


Hanharr
Medium Wookiee scout 7/bounty hunter 3; CL10
Destiny 0, Force 7, Dark Side 19
Init +11, Senses Perception +10
Languages Basic (cannot speak), Huttese (cannot speak), Shyriiwook
----
Defenses Reflex 25 (flat-footed 24), Fortitude 26, Will 20; Evasion
HP 114; Threshold 26; extraordinary recuperation
----
Speed 8 squares; Long Stride
Base Atk +8; Grp +13
Melee vibro-ax +14 (2d10+15) two-handed, or
Melee vibro-ax +14 (3d10+15) with Mighty Swing
Ranged bowcaster +9 (3d10+5)
Atk Options Hunter’s Mark, Mighty Swing
Special Abilities Familiar Foe +1, Hunter’s Target, Rage 2/day
----
Abilities Str 20, Dex 13, Con 18, Int 12, Wis 10, Cha 6
Talents Acute Senses, Evasion, Expert Tracker, Hunter’s Mark, Hunter’s Target, Long Stride
Feats Dreadful Rage, Extra Rage, Mighty Swing, Shake It Off, Skill Focus (Survival), Skill Training (Initiative, Mechanics), Toughness, Weapon Focus (advanced melee weapons), Weapon Proficiency (advanced melee weapons, pistols, rifles, simple weapons)
Skills Climb +15 (may take 10), Endurance +14, Initiative +11, Jump +15, Mechanics +11, Perception +10, Persuasion +5 (may reroll attempts to intimidate), Stealth +11, Survival +15
----
Possessions vibro-ax, bowcaster, necklace of finger bones, protocol droid head (that can translate spoken Shyriiwook into Basic)


Weequay Guards
Medium Weequay nonheroic 6; CL2
Dark Side 7
Init +11; Senses Perception +7; Scent, Enhanced Smell
Languages Basic (cannot speak), Weequay
Defenses Ref 20 (flat-footed 17), Fort 14, Will 9
HP 26; Threshold 14
Speed 6 squares
Base Atk +4; Grp +6
Melee Vibro-axe +6 (2d10+4) two-handed , or
Melee Vibro-axe +6 (3d10+4) with Mighty Swing
Combat Options Mighty Swing
Special Abilities Silent Communication
Abilities Str 14, Dex 16, Con 16, Int 8, Wis 9, Cha 8
Feats Armor Proficiency (light), Mighty Swing, Skill Training (Initiative), Weapon Proficiency (advanced melee weapons)
Skills Initiative +11, Perception +9
Possessions Vibro-axe, Ceremonial Armor (+7 armor, +1 equip, light)

Weequay Species Traits
The Weequays are a race of humanoids who originate from the Outer Rim planet of Sriluur, near Hutt Space. Their home was a harsh desert planet, leading to the species' tanned skin tone and rough, sandy, wrinkled skin. Their eyes were dark and slightly recessed into their skulls.
Ability Modifiers Dexterity +2, Constitution +2, Intelligence -2, Wisdom -2, Charisma -2
Scent: Weequay has a very keen sense of smell. At close range (10 squares), Weequays can ignore concealment and cover for purposes of Perception checks, and they take no penalty from poor visibility when tracking.
Silent language: Weequay may communicate among themselves by smell, without need for words or signs of any kind.
Enhanced smell: Members of this species may reroll any Perception check any time they can also use their smell (so not when in a vacuum, etc), but they must abide by the second result, even if it’s worse than the first one.


Gamorrean thug
Medium Gamorrean nonheroic 3; CL1
Dark Side 7
Init +7; Senses Perception +5
Languages Basic (cannot speak), Gamorrean (speak only)
Defenses Ref 15 (flat-footed 14), Fort 16, Will 9
Hit Points 16; Threshold 17
Speed 6 squares
Base Atk +2; Grp +5
Melee two-handed axe +5 (2d6+6)
Combat Options Power Attack
Abilities Str 16, Dex 12, Con 14, Int 8, Wis 9, Cha 8
Feats Armor Proficiency (light), Improved Damage Threshold, Power Attack, Skill Training (Initiative)
Skills Initiative +7, Perception +5
Possessions Big two-handed axe, Junk armor (+4 armor, light)


Dark Tainted (with Sith alchemy) things in the cages… to be seen soon?
Hiss’agoth Razor-Claw
Large Force Modified Predator 7; CL 7
Dark Side 20
Init +8; Senses Perception +8, Sense the Force +8; Low-light vision, Dark vision (60ft), Scent
Defenses Ref 17 (flat-footed 16), Fort 22, Will 17
HP 64; Threshold 22
Speed 9 squares
Base Atk +7; Grp +15
Melee two claws +10 (1d8+6) and
One bite +5 (1d10+11)*, plus poison (as Paralytic Poison (CL5) in SWSE pg. 255)
Ranged poisonous spit +6 (as Paralytic Poison (CL5) in SWSE pg. 255; range 2 squares max)
Fighting Space 2x2, Reach 1
Special Abilities Predator (Base Atk =level), Multiple Attack, Damage Reduction 5 (even vs. lightsabers), Immunity to Fear, Rage 1/day (+), Scent, Enhanced Hide (+6 armor)
Abilities Str 22, Dex 12, Con 20, Int 2, Wis 11, Cha 11
Feats Power Attack, Skill Training (Perception, Stealth, Survival)
Skills Initiative +9, Perception +8, Stealth +9, Survival +8
*includes 5 point Power Attack
[/sblock]
 
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