SWS/DnD5 Star Wars - The Old Republic "A Gathering Darkness" [Rogues Gallery]

GreenKarl

First Post
Kwi Hunter/Scout, Large sized humanoid, nonheroic 5
Kwi.jpg
Fortitude: 13, Reflex: 11, Will: 10
Hit Points: 24 (5d4+10), Damage Threshold: 16
Speed: 24 meters
STR 16 (+3), DEX 12 (+1), CON 15 (+2), INT 10 (+0), WIS 10 (+0), CHA 8 (-1)
Skills: Initiative +4, Perception+3, Stealth +3*, Survival +3
Feats: Martial Arts/Talon and Bite experts (unarmed does 1d8 damage), Skill Proficiency (Initiative)
Proficiencies: Simple Weapons
Senses: Darkvision 60m, passive perception 13
Languages: Kwi, cannot understand other languages.
Multi-attack: When a Kwi takes an attack action, he can make two Talon and Bite attacks on his action (but only with unarmed attacks).
Traits: Fleet of foot (increase base move), Force Blindness (cannot be affected by mind-affect Force powers, including fear, telepathy, etc.), Large Size (-1 to Stealth but +1 to Intimidate and +3 to Damage Threshold), Natural Weapons, Sneaky (advantage on Stealth checks in natural environments), Survivalist (proficient with Survival).
ACTIONS
Talons and Bite: Melee unarmed attack: +6 to hit, Hit: Damage 1d8+3 piercing and slashing.
Spears: Melee weapon attack: +6 to hit, Hit: Damage 1d8+3 piercing. Thrown range 10/30m
 

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GreenKarl

First Post
Suarian Flyers

lizardbirds.jpg

Medium beast
Fortitude: 18, Reflex: 14, Will: 13
Hit Points: 25 (5d8+5), Damage Threshold: 18
Speed: flying 24 meters, 8 meters (ground)
STR 19 (+4), DEX 12 (+1), CON 12 (+1), INT 2 (-4), WIS 10 (+0), CHA 6 (-2)
Skills: Initiative +4, Perception+3
Senses: passive perception 13, darkvision 60 meters
Languages: none
ACTIONS
Mutliattack: The Saurian flyer can make a bite and a claw attack in the same round as an Attack action
Bite: Melee Attack: +7 to hit; Hit: 2d4+4 piercing damage
Claw: Melee Attack: +7 to hit; Hit: 1d6+4 slashing damage
 

GreenKarl

First Post
Mercenaries, Medium sized humanoids (various species), nonheroic 3

mercs.jpg

Dark Side: 2
Fortitude: 11, Reflex: 14, Will: 10 (combat jumpsuit ARS 14, Fort +0)
Hit Points: 11 (3d4+3), Damage Threshold: 11
Speed: 12 meters
STR 12 (+1), DEX 11 (+0), CON 12 (+1), INT 10 (+0), WIS 10 (+0), CHA 10 (+0)
Skills: Initiative +0, Intimidation +2, Perception+2
Feats: Weapon Proficiency (Pistol), Weapon Proficiency (Rifles)
Proficiencies: Simple Weapons, Pistol, Rifles, Light Armor, Vehicle (Speederbikes +3)
Senses: Low-light vision (goggles), passive perception 12
Languages: Basic plus one
ACTIONS
Blaster Carbine (50 power cell): Ranged Weapon Attack: +2 to hit; Hit: 3d8 energy, or Autofire: Ranged Weapon Attack: -3 to hit, Hit: 3d8 energy damage area affect (4x4m square), ½ damage with a miss.
Frag Grenades (only ½ the mercenaries carry 2 frag grenades each): Ranged throw attack: +2 to hit; Hit: 4d6 slashing & energy in 4x4m sphere, Miss: ½ damage. Thrown 10/30m. If attack meets or exceeds Damage Threshold, target knocked prone.
Clubs: Melee Weapon Attack: +3 to hit; Hit: 1d6+1 bludgeoning damage.
Additional Gear: Short-range comlink, Helmet goggles (low-light vision)

===

Cass Everburn

merc leader.jpgMedium sized human, Soldier 3
Force Points: 1, Dark Side: 5
Fortitude: 19, Reflex: 20, Will: 13
Hit Points: 49 (30+2d10+6), Damage Threshold: 19 (Scout Trooper Armor ARS 15, Fort +3)
Speed: 12 meters
STR 16 (+3), DEX 16 (+3), CON 14 (+2), INT 12 (+1), WIS 11 (+0), CHA 12 (+1)
Skills: Athletics +6, Intimidation +3, Perception +2, Survival +2
Feats: Double Tab (-2 to hit, +1 die damage with ranged attack), Martial Arts (unarmed 1d4), Point Blank Shot (+1 hit/damage within normal range), Weapon Focus (rifle)
Proficiencies: Advanced Melee Weapons, Simple Weapons, Pistol, Rifles, Light & Medium Armor, Tools (Mechanic +2), Vehicle (Speeders +2)
Talents: Indomitable (as a reaction, automatically recover from Reeling. Must take a long rest to use again), Weapon Specialization (blaster carbine)
Senses: passive perception 12 (low-light goggles)
Languages: Basic,
ACTIONS
Blaster Carbine (50 power cell): Ranged Weapon Attack: +6 to hit; Hit: 3d8+6 energy, or Autofire: Ranged Weapon Attack: +1 to hit, Hit: 3d8+6 energy damage in 4x4m space, ½ if missed
Vibrobayonete: Melee weapon attack: +5 to hit; Hit: 2d8+3 piercing damage.
Frag Grenade: Throwing weapon attack: +5 to hit; Hit: 4d6+2 energy & slashing, throw (10/30), area affect 4x4 meter sphere, light, military. If attack meets or exceeds Damage Threshold, target knocked prone.
 

GreenKarl

First Post
Waxin-Arms W3 Heavy Combat Bike, Large ground vehicle (speeder)
speederbike.jpg

Init
: pilot’s +3; Senses: Perception: pilot’s or copilot’s +1
Defense: Ref 17; +1 armor
HP: 35; DR 5; Threshold: 19
Speed: 24 squares (max. velocity 500km/h)
Abilities: STR 18 (+4). DEX 22 (+6), INT 12 (+1)
Crew: 1 (vehicle operations/speeders +0), Passenger: 1 (side car)
Cargo: 5 kg; Consumables: 1 day
Availability: Restricted; Cost: 8,000 (1,500 used)
Weapons: (gunner/sidecar weapon user) Light Repeating Blaster Weapon attack roll (200 cell): -2 to attack, Hit: 3d8 energy, 4x4m area of affect, ½ damage with a miss
or Flamethrower (20 shot tank): +2 to attack, Hit: 3d6 fire damage, 12-meter cone area of affect, ½ damage with a miss
 

GreenKarl

First Post
Gaping Spiders
Medium beast
Fortitude: 13, Reflex: 15, Will: 12
Hit Points: 18 (3d8+3), Damage Threshold: 13
Speed: 18 meters (ground), Climb speed 12 meters, Leaping 20 meters
STR 16 (+3), DEX 16 (+3), CON 12 (+1), INT 2 (-4), WIS 10 (+0), CHA 6 (-2)
Skills: Initiative +5, Perception+2
Senses: passive perception 12, darkvision 90 meters
Languages: none
ACTIONS
Bite: Melee Attack: +5 to hit; Hit: 1d6+3 piercing damage
Leaping Slam: Requires the Gaping Spider to jump at least 10 meters. Melee Attack: +5 to hit; Hit: 2d4+3 bludgeoning damage and target must make a Strength (Athletics) check DC 10 or be knocked prone.

GapingSpider.jpg
 

GreenKarl

First Post
Targo.jpg
Targo, Medium sized humanoid Nitko, nonheroic 3/Scoundrel 3
Dark Side: 2, Force Points: 3 (1d4+1)
Fortitude: 15, Reflex: 18, Will: 14
Hit Points: 26 (3d4+3d6+6), Damage Threshold: 15
Speed: 12 meters
STR 14 (+2), DEX 14 (+2), CON 12 (+1), INT 10 (+0), WIS 10 (+0), CHA 10 (+0)
Skills: Initiative +2, Intimidation* +3, Perception* +3, Survival +0 (advantage)
Feats: Action Surge (gain an additional full round action), Double Attack (can take two attacks with attack action), Point Blank Shot (+1 to hit and damage within range), Weapon Proficiency (Pistol), Weapon Proficiency (Rifles)
Talent: Canny Action (bonus action to take a Dash, Disengage or Hide action), Sneak Attack (+1d6 damage with attacks that have advantage. Must be within base range increment with ranged attacks).
Proficiencies: Simple Weapons, Pistol, Rifles, Light Armor, Vehicle (Speederbikes +5)
Senses: Low-light vision (goggles), passive perception 12
Traits: Desert Survivors (advantage with Survival checks), Natural Armor and Claws, Vision (can see normal in sandstorms, etc. and underwater)
Languages: Basic, Nikto, Huttenesse
ACTIONS
Blaster Pistol (50 power cell): Ranged Weapon Attack: +5 to hit; Hit: 3d6+3 energy
Blaster Carbine (50 power cell): Ranged Weapon Attack: +5 to hit; Hit: 3d8+3 energy, or Auto-Fire Weapon Attack +0 to hit 4x4m area; Hit: 3d8+1 energy, Miss: ½ damage.
Frag Grenades (1 frag grenades): Ranged throw attack: +5 to hit; Hit: 4d6+1 slashing & energy in 4x4m sphere, Miss: ½ damage. Thrown 10/30m. If attack meets or exceeds Damage Threshold, target knocked prone.
Vibro-blade: Melee Weapon Attack: +5 to hit; Hit: 2d6+3 slashing damage.
Claws: Melee unarmed attack: +5 to hit; Hit: 1d4+3 slashing damage.
Additional Gear: Short-range comlink, Helmet goggles (low-light vision)

Nikto Species Notes
Ability Modifiers: +2 to Dexterity, +1 to Strength
Medium Sized and Speed: base 12 meters.
Desert Survivors: Hailing from a harsh desert world, Nikto have Advantage on Wisdom (Survival) rolls.
Natural Armor and Claws: Nikto thick scaly skin provides a +1 natural bonus to their Reflex Defense. This bonus stakes with any other bonus to Reflex Defense (armor, class, etc.). Also Nikto have naturally sharp claws that do 1d4 + Strength damage (Nikto are always proficient with unarmed attacks. Note that any Talent or Feat that raises a Nikto unarmed damage to a d4 or higher, increase the damage by an additional die step)
Vision: Nikto have natural eye-shielding of a transparent keratin-like substance. This allows them to suffer no visual penalties in sandstorms and similar conditions, nor does it affect it underwater.
Automatic Languages: you can speak, read and write in Basic and Nikto. Many also speak Huttenesse
 
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GreenKarl

First Post
CEC1.ship.jpg
CEC2.jpg

The OUTLAW GAMBIT
CEC XS Stock Light Freighter, Colossal space transport
Init: Pilot’s -8 penalty or Ship -5; Senses: Pilot’s perception +0 bonus (or ship’s +4)
Defense: REF 14, +12 armor
HP: 120; DR 15; Threshold: 76
Speed: fly 24meters (max. velocity 800 km/h), fly 2 squares (starship scale)
Abilities: Str 42 (+16), Dex 14 (+2), Int 14 (+2); Grapple +42
Skills (though ship’s AI/Computer): Perception +4, Pilot -5, Use Computers +4
Crew: 2, Passengers: 8
Cargo: 100 tons; Consumables: 2 months
Hyperdrive: Standard (x1), Backup (x12), advanced nav computer relay (requires hyperspace beacon or -5 to tools/nav computer roll)
Availability: Licensed; Cost: 90,000 (25,000 used; this modified version 100,000cr do to hyperdrive upgrade)
Weapons: two sets of Duel Laser cannon turrets – Heavy Weapon Attack roll: Gunner’s -8 (to base gunner’s attack bonus), Hit: 4d10 x2 energy damage or Autofire: Gunner’s -13, Hit: 4d10 x2 energy, ½ damage for miss. Range 400/5,000 (space range 2/5)
One forward fixed Ion Cannon (pilot or co-pilot) – Heavy Weapon Attack roll: Gunner’s -8 (to base gunner’s attack bonus), Hit: 4d8 x4 ion damage. Range 400/5,000 (space range 2/5)
One forward fixed Tractor Beam (pilot or co-pilot or gunner) - – Heavy Weapon Attack roll: Gunner’s -8 (to base gunner’s attack bonus), Hit: Grapple +50 (cannot grab anything larger then colossal space transport. Range 400/1,000 (space range 1/2)
Modifications: *this starship has been extensively modified by her old captain. First there are 4 passenger rooms along the inside ring instead of 2 (they also each double rooms so can hold up to 8 passengers cramped).
*There are five different smuggler compartments spread throughout the ship. One can hold up to 250kg of hidden cargo, two each hold 150kg of hidden cargo and the last two can each hold 100kg of hidden cargo. All impose Disadvantage and a -5 to Intelligence (Investigation) to find.
*The hyperdrive has been upgraded to a Standard model and an advanced nav-computer allows for a programmer to not be linked to a hyperspace beacon (but the roll is a -5).
*The ship maneuverability has also been enhanced (included in updated DEX bonus)
 

GreenKarl

First Post
C4 droid.jpg
U7-C4 (C-four), U-series Medium sized technical droid, nonheroic 4
Fortitude: n/a, Reflex: 11, Will: 11
Hit Points: 12 (4d4), Damage Threshold: 10
Speed: 8 meters wheeled, 16 meters flight (jet pack, must land at end of movement, 10 charges)
STR 10 (+0), DEX 12 (+1), CON N/A, INT 16 (+3), WIS 12 (+1), CHA 10 (+0)
Skills: Computer Use +5, Galactic Lore +5, Investigation +5, Medicine +3
Feats: Skill Focus (Tools – Mechanic), Skill Training (Tools – Navicomputer)
Proficiency: Pistol, Simple Weapons, Tools (Electronics +5), Tools (Mechanical +7), Tools (Navicomputer +5)
Senses: passive perception 11
Traits/Systems: Basic Probe Appendages, Heuristic Processor (1), Wheeled Locomotion, Built-In Jet Pack (1), Built-In Mechanical Tool kit, Built-In Navcomputer, Built-In Weapon (1; hold-out blaster), Vacuumed Sealed-Systems (1)
ACTIONS
Built-In Holdout Blaster Pistol: Range Weapon Attack: +3 to hit; Hit: 3d4+1 energy (Stun setting)
C-4 can store one Jump/Hyperspace route in his systems. This allows him to plot a course to one hyperspace system at a time at -5 without the assistance of a Hyperspace Beacon. At present he has been programmed to the planet Corstris (also in the Quelii Sector, the same sector as the planet Dathomir. Thus the jump is less than a day long).
 
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GreenKarl

First Post
Mark IA Sith War Droid, large size droid, war construct 5
SithBattleDroids.jpg

Dark Side Points: 4
Fortitude: 22, Reflex: 18, Will: 14
Hit Points: 40 (5d12), Damage Threshold: 27
Speed: 16 meters
STR 16 (+3), DEX 14 (+2), CON n/a, INT 10 (+0), WIS 10 (+0), CHA 10 (+0)
Skills: Initiative +5, Intimidation +3, Perception +3
Feats: Duel Weapon, Duel Weapon Mastery, Improved Damage Threshold, Improved Defenses
Proficiencies: Simple Weapons, Pistol, Rifles, Light & Medium Armor
Systems: Combat Processor (1), Two-tool Appendages (0), Four-leg Walking Locomotion (2), Increased Locomotion Speed (1), Reinforce Structure (1), Medium Armor Plating (2), Built In Weapons (two dual-blaster rifles), Targeting Sensors (1; add +1 to Range Weapon Attacks, but not auto-fire attacks)
ACTIONS
Multi-Attack: With duel weapon and duel weapon mastery the war droid can make two ranged weapon attacks each round and gets if damage bonus with both attacks.
Dual-Blaster Rifles (75 power cell each): Ranged Weapon Attack: +6 to hit; Hit: 4d8+4 energy, Range 60/600, or Autofire: Ranged Weapon Attack: +0 to hit, Hit: 4d8+4 energy damage in 4x4m space, ½ miss.

Sith ‘Ghost Team’ Troopers,
Medium sized human, nonheroic 5
SithTrooper.jpg

Dark Side: 4
Fortitude: 15, Reflex: 17, Will: 10 (trooper armor ARS 16, Fort +3)
Hit Points: 20 (5d4+5), Damage Threshold: 15
Speed: 12 meters
STR 14 (+2), DEX 12 (+1), CON 12 (+1), INT 10 (+0), WIS 10 (+0), CHA 10 (+0)
Skills: Initiative +4, Intimidation +3, Perception +3 (+5)
Feats: Armor Proficiency (Medium), Skill Proficiency (Vehicles), Weapon Proficiency (Rifles)
Proficiencies: Simple Weapons, Pistol, Rifles, Light & Medium Armor, Vehicle (one of choice +4)
Senses: Low-light vision (goggles), passive perception 15
Equipment Mods: Advantage on inhaled toxins or disadvantage on inhaled toxins attack roll, +2 to Perception, Low-Light Vision, and mid-range hands free communicator, Disadvantage on Stealth rolls.
ACTIONS
Blaster Rifle (75 power cell): Ranged Weapon Attack: +4 to hit; Hit: 3d8+1 energy, Range 60/600, or Autofire: Ranged Weapon Attack: -1 to hit, Hit: 3d8+1 energy damage in 4x4m space, ½ miss.
Additional Gear: Utility belt

Sith ‘Ghost Team’ Scouts, Medium sized human, nonheroic 5
Dark Side: 4
Fortitude: 13, Reflex: 16, Will: 10 (scout armor ARS 14, Fort +2)
Hit Points: 20 (5d4+5), Damage Threshold: 13
Speed: 12 meters
STR 12 (+1), DEX 14 (+2), CON 12 (+1), INT 10 (+0), WIS 10 (+0), CHA 10 (+0)
Skills: Initiative +5, Perception +3 (+5), Survival +3, Stealth +8 (+10)
Feats: Careful Shot (when you ‘aim’, add +2 to attack and damage with ranged weapon attacks), Skill Expertise (Stealth), Skill Proficiency (Survival), Weapon Proficiency (Rifles)
Proficiencies: Simple Weapons, Pistol, Rifles, Light Armor
Senses: Low-light vision (goggles), passive perception 14
Equipment Mods: Advantage on inhaled toxins or disadvantage on inhaled toxins attack roll, +2 to Perception, Low-Light Vision, and mid-range hands free communicator.
ACTIONS
Blaster Sniper Rifle (75 power cell): Ranged Weapon Attack: +5 to hit; Hit: 3d8+2 energy, Range 60/600, with Scope (“aim” maneuver not at disadvantage to firing out to 600m, disadvantage for firing out to 1,200m). These blaster rifles cannot be set for auto-fire.
Additional Gear: Utility belt, ‘Gili’ camo-suit (adds +2 to Stealth in one settings when not moving; “caves” for these troopers)

Lieutenant Jangee Wessin
, Imperial Officer, Medium sized human, noble 5/office 1
LieutenantWessin.jpg

Force Points
: 1, Dark Side: 6
Fortitude: 14, Reflex: 16, Will: 20
Hit Points: 44 (18+5d6+6), Damage Threshold: 14
Speed: 12 meters
STR 12 (+1), DEX 12 (+1), CON 12 (+1), INT 12 (+1), WIS 13 (+1), CHA 17 (+3)
Skills: Athletics +4, Computer Use +4, Deception +6, Gather Information +6, Initiative +4, Intimidation +6, Perception +4, Persuasion +6
Feats: Armor Proficiency (light), Careful Shot (when ‘aiming’ gain +2 to hit and damage), Cutting Words (Bonus action with Persuasion check vs. Will defense of enemies you can see. Success and the next attack by enemies is at disadvantage, but only first one), Point Blank Shot (+1 to hit and damage within normal range)
Proficiencies: Armor (light), Simple weapons, Pistol, Vehicle (Walker +4)
Talents: Assault Tactics (bonus action, one target, that you and your allies can see is dealt +1d6 extra damage on any attacks made until the start of you next turn. Can designate a new target each turn, but most spend the bonus action), Demand Surrender (Action, make an Intimidate check vs. one opponent at ½ or less HP, if you exceed their Will they will surrender), Inspire Confidence (bonus action, you can inspire confidence in all allies whom can see and hear you and understand you, granting them a +1 moral bonus on all Attack rolls and a +1 morale bonus on Ability checks until their next rest or until you’re Incapacitated or reduced to 0 hit points. Once inspired, your allies do not need to see or hear you to remain inspired. You can use this ability again after a short or long rest), Presence (advantage on Intimidate checks)
Senses: passive perception 14
Languages: Basic, Binary
ACTIONS
Blaster Pistol: Range Weapon Attack: +4 to hit; Hit: 3d6+4 energy
Additional Gear: Datapad, Short-range comlink, Utility belt

Sith Sergeant Uthall
SergeantUthall.jpg

Medium sized human, Soldier 5

Force Points: 1, Dark Side: 8
Fortitude: 21, Reflex: 21, Will: 15
Hit Points: 64 (30+4d10+10), Damage Threshold: 21 (Trooper Armor ARS 16, Fort +3)
Speed: 12 meters
STR 14 (+2), DEX 16 (+3), CON 14 (+2), INT 12 (+1), WIS 12 (+1), CHA 12 (+1)
Skills: Athletics +7, Intimidation +4, Perception +4, Survival +4
Feats: Double Attack (two attacks with action), Double Tab (-2 to hit, +1 die damage with ranged attack), Improved Defenses (+1 to all defenses), Point Blank Shot (+1 hit/damage within normal range), Weapon Focus (rifle)
Proficiencies: Advanced Melee Weapons, Simple Weapons, Pistol, Rifles, Light & Medium Armor, Tools (Mechanic +4), Vehicle (Starships +6)
Talents: Devastating Attack (damage vs. opponent's Damage Threshold is lowered by 5 for Reeling), Indomitable (as a reaction, automatically recover from Reeling. Must take a long rest to use again), Weapon Specialization (blaster rifle)
Senses: Low-light vision (goggles), passive perception 16
Equipment Mods: Advantage on inhaled toxins or disadvantage on inhaled toxins attack roll, +2 to Perception, Low-Light Vision, and mid-range hands free communicator, Disadvantage on Stealth rolls.
ACTIONS
Blaster Rifle (75 power cell): Ranged Weapon Attack: +7 to hit; Hit: 3d8+7 energy, Range 60/600, or Autofire: Ranged Weapon Attack: +2 to hit, Hit: 3d8+7 energy damage in 4x4m space, ½ miss.
Additional Gear: Utility belt
 

GreenKarl

First Post
Captain Kaldo
CapKaldo.jpg
Human male scoundrel 2nd/noble 2nd, Captain of the Morning Star.

Arcanii Vor'in
Arcanii.jpg
Human male NPC 3rd/Scout 1st mechanic for the Galactic Survey Group

Kardo
Kardo.jpg
Cathar male NPC 3rd technician for the Galactic Survey Group
 

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