Knights of the Old Republic - RG - Page 2




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  1. #11
    More spoilers for the players in my game NOT to read (yet)...

    Spoiler:

    Hiss’agoth Shadow Warlock
    Medium Male Hiss’agoth Scout 6, CL6
    Destiny 0; Force 3; Dark Side 19
    Init +11; Senses Perception +4
    Languages Hiss’agoth, some Basic
    Defense Reflex 23 (flat-footed 18), Fortitude 18, Will: 17
    HP 45; Threshold 18
    Speed 6 squares
    Base Atk +4, Grp +5
    Melee +7 unarmed (1d8+4) or
    Melee +5 unarmed (2d8+4) with Rapid Strike
    Ranged +7 by weapon type
    Atk Options Rapid Strike
    Special Abilities May re-roll Jump tests
    Force Powers Known (Use the Force +14): Mind Trick, Surge
    Abilities Str 12, Dex 16, Con 12, Int 12, Wis 12, Cha 12
    Talents Force Shadow*, Power of the Darkside, Steel Mind*
    Feats Force Sensitivity, Force Training, Martial Arts I & II, Shake it Off, Skill Focus (Jump), Skill Focus (Use the Force), Weapon Finesse, Weapon Proficiency (simple)
    Skills Endurance +9, Initiative +11, Jump +14, Stealth +11, Survival +9, Use the Force +14
    Possessions Primitive all-temp cloaks (desert), Sith artifacts (+1 to Use the Force, but any non-dark sider gains a Dark side point using them)

    Hiss’agoth Shadow Mistress
    Medium Female Hiss’agoth Scout 7/Force Adapt 1, CL8
    Destiny 0; Force 5; Dark Side 24
    Init +12; Senses Perception +5
    Languages Hiss’agoth, some Basic
    Defense Reflex 25 (flat-footed 20), Fortitude 20, Will: 19
    HP 54; Threshold 20
    Speed 6 squares
    Base Atk +5, Grp +6
    Melee +8 unarmed (1d8+5) or
    Melee +6 unarmed (2d8+5) with Rapid Strike
    Ranged +8 by weapon type
    Atk Options Rapid Strike
    Special Abilities May re-roll Jump tests
    Force Powers Known (Use the Force +15): Mind Trick, Surge
    Abilities Str 12, Dex 17, Con 11, Int 12, Wis 12, Cha 14
    Talents Channel Aggression, Dark Presence, Force Shadow*, Power of the Darkside, Soothing Tongue*, Steel Mind*
    Feats Force Sensitivity, Force Training, Martial Arts I & II, Shake it Off, Skill Focus (Jump), Skill Focus (Use the Force), Weapon Finesse, Weapon Proficiency (simple)
    Skills Endurance +10, Initiative +12, Jump +15, Stealth +12, Survival +10, Use the Force +15
    Possessions Primitive all-temp cloaks (desert), Sith artifacts (+1 to Use the Force, but any non-dark sider gains a Dark side point using them)

    *Night Warlock Force Talents (see below)

    The Night Warlocks where created by a renegade Jedi Knight, Du’noss Verg, whom fled the republic in search of power after the Golden Age of the Sith. Du’noss discovered many dark secrets on the lost world of Korriban and then set out to find a world that he could conquer and happened upon the Historgoth system. On one of the moons of the third planet (the Gas Giant that would be called Orange Heaven, on the moon that would one day be called Cold Rock) was strong in the dark side of the Force and he built his Fortress there. On the planet of Historgoth, he found a few other place that were also strong with the dark side and a few of the natives whom were Force Sensitive that he could train and mold into an army of conquest. But Du’noss’s ambitions was greater then his abilities with the Force, and as he attacked and overran many of the native lands, the Hiss’agoth united and destroyed his army.

    Du’noss fled to his fortress on Cold Rock where he delved deep into Sith Alchemy to create a new army, but something went terribly wrong and he vanished. His fortress sat empty for hundreds of years until the new, reborn Sith would be drawn to it now… drawn to whatever it was the Du’noss created that he could not control.

    Those Hiss’agoth Night Warlocks not killed in the war of conquest fled into deep underground caves and hide for hundreds of years, stealing Force Sensitive children too carry on their dark traditions. Over time, the Warlocks would be lead by an all female council, called the Night Mistress. They hide away from the world at large until the Sith (the so called Shadow Lords from the dark between the stars) returned to their world and set them on a path of disruption and chaos. For the Sith want something, both from the fortress on Cold Rock and something found in the deep dark places of Historgoth Prime.

    Steel Mind – as the Jedi Sentinel Talent, Clear Mind
    Force Shadow – as the Jed Sentinel Talent, Force Haze, but the user does not have to spend a Force Point if they use it only to hide themselves. The Prerequisite for this power is Steel Mind and Power of the Dark Side
    Soothing Tongue – as the Jedi Consular Talent Adapt Negotiator
    "life is pain princess, anyone telling your different is selling something"

 

  • #12
    Next set of NPC write-ups... players please stay out for your own enjoyment

    Spoiler:

    These are the forces that the characters are going to be facing… on the Sith Moon Fortress on Cold Rock and again at Bogden along the Hydian Way HyperJump JumpBeacon Station when the move to destroy it.

    Sith Troopers
    Medium human nonheroic 4
    Dark Side 6
    Init +8; Senses low-light vision; Perception +8
    Languages Basic
    Defenses Ref 17 (flat-footed 16), Fort 13, Will 9
    HP 14; Threshold 13
    Speed 6 squares
    Melee Unarmed +4 (1d4+1) or
    Melee Vibroblade +4 (2d6+1)
    Ranged Blaster Rifle +4 (3d8) or
    Ranged blaster rifle -1 (3d8) autofire
    Base Atk +3; Grp +4
    Special Actions Coordinated Attack
    Abilities Str 12, Dex 13, Con 12, Int 10, Wis 9, Cha 8
    Feats Armor Proficiency (light), Coordinated Attack, Weapon Proficiency (advanced melee weapons, pistols, rifles, simple weapons)
    Skills Initiative +8, Perception +8
    Possessions Blaster rifle, Sith trooper armor (+6 armor, +2 equipment, as stormtrooper armor), Utility belt with medpac, Vibroblade

    One in ten will carry a Light Repeating Blaster Rifle and wear crimson colored armor. Replace ranged attack with the following…
    Ranged Light Repeating Blaster Rifle +4 (3d10), autofire (this weapon holds two power batteries, each with 15 shots for a total of 30 rounds). Autofire attack -1, or if braced +2

    Sith Commandos
    Medium human nonheroic 4/soldier 5; CL 6
    Dark Side 6
    Init +11; Senses low-light vision; Perception +11
    Languages Basic
    Defenses Ref 20 (flat-footed 18), Fort 20, Will 14
    HP 42; Threshold 20
    Speed 6 squares
    Melee vibrobayonet +8 (2d6+4) or
    Melee vibrodagger +8 (2d4+3)
    Ranged heavy blaster rifle +10 (3d10+2) or
    Ranged heavy blaster rifle +5 (3d10+2) with autofire or
    Ranged heavy blaster rifle +5 (5d10+2) with burst fire or
    Ranged frag grenade +9 (4d6+2, 2-square burst)
    Base Atk +7; Grp +9
    Atk Options Burst fire
    Special Actions Coordinated Attack
    Abilities Str 12, Dex 14, Con 12, Int 10, Wis 10, Cha 8
    Talents Armored Defense, Improved Armored Defense, Weapon Specialization (rifles)
    Feats Armor Proficiency (light, medium), Burst Fire, Coordinated Attack, Skill Training (Endurance), Toughness, Weapon Focus (rifles), Weapon Proficiency (advanced melee weapons, pistols, rifles, simple weapons)
    Skills Endurance +10, Initiative +11, Perception +11
    Possessions heavy blaster rifle with vibrobayonet, Sith commando armor (+6 armor, +2 equipment, as stormtrooper armor), utility belt with medpac, 3 frag grenades

    Sith Marauder
    Medium human soldier 5
    Destiny 0; Force 5; Dark Side 12
    Init +8; Senses Perception +8
    Languages Basic
    Defenses[/b] Ref 18 (flat-footed 16), Fort 20, Will 16
    HP 67; Threshold 20
    Speed 6 squares
    Melee Unarmed +8 (1d6+6) or
    Melee sword +8 (1d8+6) or
    Melee sword +3/+3 (1d8+6/1d8+6) dual swords
    Ranged Blaster pistol +6 (3d6+2)
    Base Atk +5; Grp +8
    Atk Options Point Blank Shot
    Special Actions Damage Reduction 10
    Force Powers Known (Use the Force +7): Dark Rage (2)
    Abilities Str 16, Dex 12, Con 16, Int 10, Wis 12, Cha 10
    Talents Armored Defense, Damage Reduction 10, Melee Smash
    Feats Armor Proficiency (light, medium), Force Training, Force Sensitivity, Dual Weapon Fighting I, Martial Arts I, Point Blank Shot, Weapon Proficiency (pistols, rifles, simple weapons)
    Skills Initiative +8, Jump +10, Perception +8, Use the Force +7
    Possessions Ancient battle armor (+5 armor, +2 equipment), two Board swords, Blaster pistol

    Sith Acolyte Warrior or Fallen Jedi
    Medium human Jedi 5, CL 5
    Destiny 0; Force 5; Dark Side 18; Power of the Dark Side
    Init +9; Senses Perception +9
    Languages Basic, Sith
    Defenses Ref 19 (flat-footed 17), Fort 20, Will 17
    HP 54; Threshold 20
    Speed 6 squares
    Melee lightsaber +8 (2d8+6) or (2d8+8 if used two-handed)
    Melee lightsaber +8 (3d8+8) two-handed Mighty Swing
    Ranged by weapon +7
    Base Atk +5; Grp +7
    Atk Options Might Swing
    Special Actions Equilibrium
    Force Powers Known (Use the Force +14): Battle Strike, Surge
    Abilities Str 14, Dex 14, Con 14, Int 12, Wis 12, Cha 14
    Talents Equilibrium, Power of the Dark Side, Weapon Specialization (lightsabers)
    Feats Armor Proficiency (light), Force Sensitivity, Force Training, Mighty Swing, Skill Focus (Use the Force), Weapon (lightsabers), Weapon Proficiency (lightsabers, simple weapons)
    Skills Acrobatics +9, Initiative +9, Perception +9, Use the Force +14
    Possessions Advanced Sith Combat Armor (armor +7, fort +2), lightsaber (red)

    Optional Acolyte Warriors
    DUEL-WEAPON FIGHTER
    For Feats, replace Mighty Swing with Dual Weapon Master I.
    Carry either two lightsabers (red) or a double lightsaber. Replace the second Melee attack option with
    Melee +3/+3 lightsaber (2d8+6)

    OTHER FORCE POWERS
    1. Known Force Powers - Dark Rage, Force Grip
    2. Known Force Powers - Force Slam, Move Object
    3. Known Force Powers - Battle Strike, Negate Energy


    Vehicles
    Sith Fighter
    Huge Starfighter, CL7
    Init +6 Senses Perception +6
    Defense Ref 15 (flat-footed 11), Fort 22; +3 armor
    HP 60; DR 10; Threshold 32
    Speed fly 15 squares (max. velocity 1,100 km/h), fly 5 squares (space-scale)
    Ranged laser cannons (pilot), Atk +6 (+1 autofire); Dmg 4d10x2
    Fighting Squares 3x3 or 1 square (space-scale), Cover Total
    Base Atk +2; Grp +24
    Atk Options autofire (laser cannons)
    Abilities Str 34, Dex 18, Con --, Int 14
    Skills Initiative +8, Mechanics +6, Perception +6, Pilot +8 (+6)
    Crew 1 (skilled); Passengers none
    Cargo 65 kg; Consumables 2 days; Carried Craft none
    Availability Military (Sith); Cost Not available

    Sith Troop Transport and Attack Transport
    Colossal lander and attack boat, CL14
    Init +0, Senses Perception +8
    Defense Ref 13 (flat-footed 12), Fort 32; +12 armor
    HP 800; DR 15; SR 30, Threshold 100
    Speed fly 10 squares (maximum speed 700 km/h), fly 3 squares (space-scale)
    Ranged 2 turbolaser batteries (4 gunners) Atk +10* (-10 against targets smaller then Colossal); Dmg 5d10x5
    Fighting Squares 6x6 or 1 square (space-scale), Cover Total
    Base Atk +2; Grp +42
    Abilities Str 50, Dex 12, Con --, Int 16
    Skills Initiative +10, Mechanics +10, Perception +8, Pilot +10 (+0), Use Computers +10
    Crew 40 (skilled); Passengers 100 troops
    Cargo 1,000 tons; Consumables 6 months; Carried Craft none
    Hyperdrive x10, no nav computer.
    Availability military (Sith); Cost not available
    *apply a -20 penalty on attacks against any target smaller then colossal


    Now my last set will be the MAJOR badguys... some whom I don't expect the players to ever meet but...

    Last edited by Karl Green; Tuesday, 17th July, 2007 at 07:34 PM.
    "life is pain princess, anyone telling your different is selling something"

  • #13
    And the last set... the biggies... remember if you are a player to not look...

    Spoiler:


    Dark Sith Hunter Harnac Da’ark
    Medium Gothin (near human) Scout 3/Jedi 4/Sith Apprentice 1, CL8
    Destiny 0; Force 6; Dark Side 20
    Init +12; Senses low-light vision; Perception +11
    Languages Basic, Gothin, Sith
    ----
    Defense Ref 24 (flat-footed 21); Fort 22; Will 23; Evasion
    HP 64; Threshold 22
    Immunities atmospheric and inhaled poison hazards
    ----
    Speed 8 squares; Long Stride
    Melee +11 lightsaber (2d8+8) two-handed or
    Melee +6/+6 lightsaber (2d8+8) with Double Attack, or
    Melee +11 lightsaber (3d8+8) with Mighty Swing
    Ranged +10 by weapon type
    Base Atk +7, Grp +9
    Atk Options Double Attack, Mighty Swing
    Special Actions Dark Scourge, Lightsaber Defense I
    Force Powers Known (Use the Force +11): Battle Strike (x2), Dark Rage, Force Slam, Mind Trick, Negate Energy
    Force Techniques Improved Sense Surroundings
    Species Traits low-light vision
    ----
    Abilities Str 14, Dex 16, Con 13, Int 12, Wis 14, Cha 15
    Talents Dark Scourge, Evasion, Lightsaber Defense I, Long Stride, Telekinetic Savant (Force Slam)
    Feats Double Attack, Force Sensitivity, Force Training (x2), Improved Defenses, Mighty Swing, Shake it Off, Weapon Focus (lightsaber), Weapon Proficiency (lightsaber, pistol, rifle, simple)
    Skills Endurance +10, Initiative +12, Perception +11, Stealth +12, Survival +11, Use the Force +11
    ----
    Possessions Lightsaber (has built his own), all-temp cloak, cybernetic re-breather (immunity to gases)


    Sith Alchemist, Lady Shada Xontic
    Medium Near-Female Human Jedi 7/Sith Apprentice 3, CL10
    Destiny 1; Force Points 7; Dark Side 33
    Init +12; Senses Perception +6; Force Perception +18
    Languages Basic, Sith, Ryl
    ----
    Defense Ref 26 (flat-footed 22); Fort 23; Will 23
    HP 74; Threshold 23
    ----
    Speed 6 squares
    Melee +16 lightsaber (2d8+8)
    Melee lightsabers +14/+14 (2d8+8) with Dual lightsaber
    Ranged +14 by weapon type (like Dark Healing)
    Base Atk +10, Grp +11
    Atk Options Acrobatic Strike, Dual Weapon Attack
    Special Actions Acrobatic Recovery, Dark Healing, Lightsaber Defense II
    Force Powers Known (Use the Force +18): Mind Trick, Move Objects, Rebuke, Surge
    Force Techniques Force Point Recovery, Force Power Mastery (Surge)
    ----
    Abilities Str 12, Dex 18, Con 12, Int 14, Wis 12, Cha 16
    Talents Acrobatic Recovery, Dark Healing, Force Perception, Lightsaber Defense II, Weapon Specialization (lightsaber)
    Feats Acrobatic Strike, Dual Weapon Master II, Force Sensitivity, Force Training (x2), Skill Focus (Use the Force), Sith Alchemy*, Weapon Finesse, Weapon Focus (lightsaber), Weapon Proficiency (lightsabers, simple)
    Skills Acrobatics +14, Initiative +14, Knowledge (galactic lore) +12, Use the Force +18
    ----
    Possessions two lightsabers (has built her own), robes


    And the REALLY big bad behind it all… whom the characters will probably never ever face (nor should they), but whom will be a role, mostly in pulling the gargantuan colony ship out of hyperspace just outside the Bogden system to draw off the Republic ships guarding it…

    Darth Nihilus, Sith Lord
    Medium Male Human Jedi 7/Sith Apprentice 5/Sith Lord 5; CL17
    Destiny 2; Force 12; Dark Side 44
    Init +22, Force Intuition; Senses Perception +15
    Languages Basic, Sith, Zabrak, Ryl
    ----
    Defense Ref 34 (flat 30); Fort 32; Will 32; Block, Deflect
    HP 164; Threshold 32
    Immunities fear effects
    ----
    Speed 6 squares
    Melee +21 lightsaber (2d8+12)
    Melee +18/+18 lightsaber (2d8+12) with Double Attack
    Melee +13/+13/+13 lightsaber (2d8+12) with Triple Attack
    Melee lightsaber +19 (3d8+12) with Rapid Strike
    Ranged +20 by weapon type
    Base Atk +17, Grp +19
    Attack Opts Double Attack, Rapid Strike, Triple Attack
    Special Actions Improved Dark Healing, Resilience, Temptation, Triple Crit, Whirlwind Attack
    Force Powers Known (Use the Force +22) Dark Rage, Mind Trick, Move Objects, Negate Energy, Sith Hatred (2)*, Surge
    Force Secrets Devastating Power, Distant Power, Multitarget Power, Quicken Power
    Force Techniques Force Point Recovery, Force Power Mastery (Sith Hatred), Improved Sense Surroundings
    ----
    Abilities Str 15, Dex 16, Con 14, Int 16, Wis 17, Cha 19
    Talents Block, Deflect, Dark Healing, Force Intuition, Improved Dark Healing, Multiattack Proficiency, Resilience, Weapon Specialization (lightsaber)
    Feats Acrobatic Strike, Double Attack, Force Sensitivity, Force Training (x2), Improved Defenses, Martial Arts I, Rapid Strike, Triple Attack, Triple Crit, Skill Focus (Use the Force), Weapon Focus (lightsaber), Weapon Proficiency (lightsaber, simple), Whirlwind Attack
    Skills Acrobatics +16, Endurance +15, Jump +15, Knowledge (tactics) +16, Use the Force +22
    Possessions Lightsaber (built his own), All-temp cloak

    *New Sith Feats, Powers and Force Secrets.

    Note or Clarifications on Dark Healing and Improved Dark Healing – Dark Healing can only be used on living creatures (Droids and craft are immune), and ignores Damage Resistance and Armor equipment bonuses. It is most affective verses sentient beings, hence creatures with 2 or less Intelligence suffer only ˝ damage (and the Sith only recovers this amount). It still requires a ranged attack roll to succeed.

    NEW FEAT
    SITH ALCHEMY

    A Dark Force User with this feat has delved into the mystical art of Sith Alchemy and has learned how to manipulate the very body of a subject. Of course this tends to drive the subject insane. I am still working on this but it will be based heavily on Sith Alchemy found in the Dark Side Sourcebook for the old Star Wars d20 game. Use of this feat causes (lots) of Dark Side points.

    NEW SITH POWER
    SITH HATRED
    [dark side power]
    Though the Dark side of the Force, a Sith’s rage can damage those around him, causing them intense pain. Time: Standard Action. Target: all targets in a 2 by 2 square within 6 squares and line of sight.
    Make a Use the Force check. Make one roll and compare the results to all targets within 2 by 2 square's Will Defense. If the attack 'hits', then target(s) affected takes 3d6 damage and moves down -1 step on the condition track. For each 5 additional points you exceed any of the target’s Will Defense they take an additional 1d6 damage. If the check is less then the targets Will Defense they take 1d6 damage and do not suffer the conditional track penalty.
    Special: If you successfully use this Force power, you can spend a Force Point to cause an additional 3d6 damage and move the target’s down an additional -1 step on the condition track.
    Last edited by Karl Green; Friday, 10th August, 2007 at 07:01 PM.
    "life is pain princess, anyone telling your different is selling something"

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