• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Rogue's Gallery for Star Wars Legacy: Scattered


log in or register to remove this ad

Brother Allard

First Post
Tycho Taelunn

Medium Male Human Jedi 6, CL6
Destiny 1; Force Points 11
Init +4; Perception +11; Use the Force: +15
Languages Basic, Durese, Yuuzhan Vong
–––––––––––––––––––––––––
Defense Reflex: 18 (flat-footed 17); Fortitude: 17; Will: 20; Melee Defense, Deflect
Hit Points: 57 Threshold: 17
–––––––––––––––––––––––––
Speed 6 squares
Base Attack Bonus +6, Grp +5
Melee Lightsaber +7 (2d8+2)
Atk Options Melee Defense, Weapon Finesse
Special Abilities Adept Negotiator, Improved Disarm
Force Powers Known (Use the Force +15): Farseeing, Force Stun x2, Mind Trick x2, Negate Energy, Vital Transfer x2
–––––––––––––––––––––––––
Abilities: Str 8, Dex 12, Con 10, Int 14, Wis 16, Cha 14
Talents: Adept Negotiator, Deflect, Force Persuasion
Feats: Force Boon, Force Sensitive, Force Training x2, Improved Disarm, Melee Defense, Skill Focus (Use the Force), Weapon Proficiency (lightsabers, simple weapons), Weapon Finesse
Skills: Knowledge (Bureaucracy) +10, Knowledge (Galactic Lore) +10, Knowledge (Social Sciences) +10, Perception +11, Use the Force (Persuasion) +15
Possessions: Jedi Robes, training lightsaber, all-temperature cloak, utility belt, concealed holster for lightsaber, lightsaber energy cell, aqua breather
–––––––––––––––––––––––––
Experience 10,000

Brother to Ikari Taelunn.

Tycho is a slight young man, appearing even younger than his actual 20 years. His bright smile and boyish charm have earned him many friends among his fellow apprentices. If pressed, however, few of his peers would confess to believing he had the potential to be a great jedi. His meager frame and waifish build do little to inspire respect among his sparring partners. Master Todlo Kaas, however, sees something different - a deep and abiding connection to the force.

[sblock=Notes]Your saves, while not GREAT, are pretty solid. You can do a lot to make up for your reflex defense with the Melee Defense feat when in melee (basically, Expertise) and when fighting blasters with the Deflect Talent, which lets you make a Use the Force check when a blaster is shot at you if you have your lightsaber out and activated. If you beat the attack roll, it is harmlessly deflected away from you. Each additional time you do this in a round incurs a -5 penalty.

Threshhold is the amount of damage a single attack has to do to knock you one step down the condition track.

I gave you weapon Finesse to make you a little competent with your lightsaber. You probably want to pick up at least 1 level of Jedi Knight if we make it to level 8 so you can learn the Lightsaber form Ataru, replacing Str with Dex for damage.

Adept Negotiator is probably going to be one of your signature abilities, making you a pretty decent crowd-controller. As a standard action, you talk to an enemy that can see, hear, and understand you. You make a persuasion check (which in your case, is a Use the FOrce check). If this check beats out their Will defense, they move one step down on the ocndition track. Enemies get a +5 will defense bonus if they are higher level than you. If they get to the bottom of the track using this ability, they don't fall unconscious, instead they have lost the will to attack you or your allies until the end of the encounter, unless they are attacked by you or your allies. Your allies can keep attacking them until they reach the point of giving up. Improved Disarm works much like it always does, but with a +5 to disarm checks.

Force powers: I went ahead and selected a power suite for you. If there are powers you would rather have/not have, let me know. I tried to go with powers that helped a negotiator and also reflected someone who was very strong in the force.

Farseeing: FUll-round; target one perosn you've ever met. If you beat their Will Defense with a UTF check, you sense if they are dead or alive, and a vague idea of where they are and what they are doing. If you spend a force point, you get details about their surroundings and other creatures who are close.

Force Stun: Single target, standard action. In 6 squares or line-of-sight (useable through viewscreens). UTF check vs. Will Defense. If you win, move them one step down the condition track plus one aditional step/5 points you beat their Will Defense. Spend a Force Point to add an additional +1 to how far down they go. Using this in conjunction with Adept Negotiator will mess some people up.

Mind Trick: Standard action, 1 Intelligent creature. This can have a variety of effects including: Causing them to lose sight of you so you can begin using the Stealth skills, feinting in combat, make an otherwise crazy but non-lifethreatening suggestion seem normal, causing a lower-level character to flee in terror for 1 minute or until wounded. If using the suggestion ability, you can spend a force point to raise their attitude by one step, plus an additional step per 5 points your UTF check beats their Will Defense.

Negate Energy: Reaction. UTF check must be greater than the damage you are taking from an energy source (blaster, fire, lightsaber) and it is negated. You can't be flat-footed. You can spend a Force Point to gain HP up to your max equal to the negated energy.

Vital Transfer: Standard action, touch rnage. DC 15: Heals target's level x2 HP; DC 20: x3; DC 25 x4. You take half damage equal to how much you heal, rounded down. Spend a force point to take no damage. Spend a destiny point to move them 5 levels up the condition track (from unconscious to unharmed) in addition to healing them.

Talents: Force Persuasion lets you make Use the FOrce checks in place of Persuasion checks.

Feats: Force Boon gives you 3 extra Force Points/level, showing your unusually strong tie to the force and helping your force abilities rock a little harder.

Skills: If you would rather drop some of the knowledge skills for skills like Acrobatics, Endurance, Initiative, or Pilot, let me know. Those skills didn't seem to reflect what you told me about your character, so I left them off. Also if there is a Knowledge skill you'd rather have, let me know.

The Future: If you were ever to Multiclass, Noble wouldn't be a bad way for you to go, sense you can use the force in place of making persuasion checks. I would reccomend your next two levels be Jedi and Jedi knight though: a level of Jedi will let you take the Redirect talent, giving you, effectively, a ranged attack. A level of Jedi Knight will let you train in the Ataru form, increasing your dependance of Dex and decreasing your dependance on Str. After that, you should go where you want. If you want to focus on being an awesome negotiator, go Noble and eventually Jedi Master. If you want to focus on being awesome with the force, go Jedi Knight and take force techniques that make your force powers more interesting--you will also be able to improve as a lightsaber duelist through this path. If you really want to rock a lightsaber or other wierd non-power force effects, take levels in Jedi, and learn more Jedi Consular, Guardian, and Sentinal abilities while using bonus feats to improve your combat versatility/force powers.[/sblock]
 
Last edited:

FreeXenon

American Male (he/him); INTP ADHD Introverted Geek
Ughtilaw Sl'svught, Male Ithorian Scoundrel/Soldier, Mobster Pilot

Character Stats
Code:
Medium Male Ithorian Scoundrel 3/Soldier 3, CL6
[B]Height:[/B] 1.9m 	[B]Weight:[/B] 90kg 	[B]Age:[/B] 20
[B]Destiny[/B] 1; 	[B]Force Points[/B] 8 (d6)
[B]Init [/B]+1; 	[B]Perception[/B]: (Force); [B]Use the Force:[/B] +15
[B]Languages:[/B] Basic, Ithorian, Binary, Gungan
[COLOR=Sienna]–––––––––––––––––––––––––[/COLOR]
[B]Defense[/B]	Reflex: 18 (flat-footed 17); Fortitude: 18; Will: 21; 
[B]Hit Points:[/B] 42 	[b]Threshold:[/b] 18
[COLOR=Sienna]–––––––––––––––––––––––––[/COLOR]
[B]Speed[/B] 	6 squares
[B]Base Attack Bonus:[/B] +5, Grp +5, Rng +6
[B]Melee:[/B] 
[B]Ranged:[/B]  
[b]Atk Options:[/b] Bellow, Force Slam, Mind Trick, Point Blank Shot, Precise Shot,
 Sever Force

[COLOR=DarkOrange][b]Special Abilities [/b][/COLOR]
[B]Force Powers Suite: [/B](Use the Force +15): Farseeing, Force Slam, Mind Trick, 
Sever Force

[b]Bellow:[/b] D20 + CL vs Fort in 6 sq cone - 3d6 dmg/half : Ithorian -1step 
        1d6/additional step on the condition track
[B]Demolitionist [/B](+2 Dice Damage); 
[B]Indomitable: [/B]1/d +5 steps on the condition track
[b]Survival Instinct:[/b] may reroll survival checks

[COLOR=Sienna]–––––––––––––––––––––––––[/COLOR]
[COLOR=DarkOrange][B]Abilities:[/B][/COLOR] Str 10, Dex 12, Con 11, Int 14, Wis 16, Cha 14
[COLOR=DarkOrange][B]Talents:[/B][/COLOR] Demolitionist, Force Pilot, Force Perception, 
Indomitable, 
[COLOR=DarkOrange][B]Feats: [/B][/COLOR][*Ra]Skill Focus (Know: Life), [L1] Force Sensitive, 
[L3] Skill Focus (Use the Force), [L6] Force Training (Farseeing, Mind Trick, 
Sever Force, Force Slam), [Scou2] Vehicular Combat, [Sol2] Precise Shot

[Sc1] Wpn (Pistols and Simple Weapons) [So1] Light Armor

[COLOR=DarkOrange][B]Skills: [/B][/COLOR]
*Force Perception
*Force Pilot
Use the Force 	15: [+2 Chr] [+5 Trained] [+5 SF]

Gather Info 	10: [+2 Chr] [+5 Trained]
Know (Life) 	15: [+2 Int] [+5 Trained] [+5 SF]
Know (Tech) 	10: [+2 Int] [+5 Trained]
Mechanic 	10: [+2 Int] [+5 Trained]
Pilot 		 9: [+1 Dex] [+5 Trained]

[COLOR=DarkOrange][B]Possessions: [/B][/COLOR]
Blaster Pistol, 2 Frag Grenades, Hip Holster for blaster.
Electrobinoculars, Aquata Breather, Flight Suit (Unarmored), 
All-temperature Cloak, Tool Kit, Utility Belt
Swoop (stats pending)

[COLOR=Sienna]–––––––––––––––––––––––––[/COLOR]
Experience 10,000


History
[sblock]Ughtilaw, sometimes referred to as 'Ugh' or 'U', or by those less inclined to him 'Ugly'. Ughtilaw was born on the Ithorian homeworld and was brought here when his parents immigrated to work with the mining operation. His parents always seemed ill at ease and a little bit jumpy. They never liked working or living here and were quite adverse to leaving. They always did not like Hutts and spit at every mention of them.

His parents were killed when he was younger be some Rodian thugs from a competing mining corp. He was coming home from a friends house as he saw the Rodians flee and then saw the dead bodies of his parents. He was stunned and did not know what to do. He stood there for a long time just staring blankly and not knowing what to think or do, wondering if the illusion would just cease and everything would be alright.

After a few hours of this he just left his home and never looked back. He threw himself in with local gangs and became very involved with swoop racing. He became very good and found that he had a knack for it. He raced with reckless abandon, not caring if he lived or died. He just raced.

A human man approached Ughtilaw one day and said that he knew who killed his family and would tell him if he wanted to know. Ughtilaw did want to know, so very much. The man told him that if he was to tell him that the Ithorian would be debted to him and and Ughtilaw did not care - he agreed.

Ughtilaw did what research he could to verify the mans claims and they were correct. He Found them, confronted them with their crimes and in the ensuing combat killed them all. In revenge he found no solace and knew not what to do from there. He did not know why they did or if anyone had ordered them to.

The man came back to him and offered him a future working for the Gungan smuggler, Garlin Sun, working as a free-lance hired pilot. The primary jobs will be ferrying Kolto from hidden kolto harvesting facilities deep under the surface of Manaan. He agreed and has been working with him ever since. Ughti has been trying to move his way up the chain but has been rebuffed in his efforts which definitely displeases the Ithorian.

He frequently work with Wyallt, an Mandalorian warrior and Lieutenant of Garlin Sun. At any given time, Sun has a ship in the docking bay waiting to smuggle stolen goods off-planet...Sun has frequently denied his requests to get to pilot one of the transports and to be hired as full-time work.[/sblock]
 
Last edited:

possum

First Post
Wyallt Lorrens

Medium Male Rodian Scout 3/Soldier 3, CL6
Destiny 1; Force Points 8
Init +10[/color]; Perception +11 (Acute Senses, Heightened Awareness); low-light vision
Languages Basic, Rodese, Mando'a, Huttese
–––––––––––––––––––––––––
Defense Reflex: 23 (flat-footed 22); Fortitude: 22; Will: 17; Improved Armored Defense
Hit Points: 61 Threshold: 22
–––––––––––––––––––––––––
Speed 4 squares
Base Attack Bonus +5, Grp +7
Melee combat gloves +5 (1d4+4) or
Ranged Blaster Rifle +8 (3d8+3) or
Ranged Blaster Rifle (stun) +8 (2d8+3) or
Ranged Blaster Rifle +8 (4d8+3) (Deadeye) or
Ranged Blaster Rifle (stun) +8 (3d8+3) (Deadeye) or
Ranged Hold-out Blaster +7 (3d4+3) or
Ranged Hold-out Blaster +7 (4d4+3) (Deadeye) or
Area Blaster Rifle +6 (3d8+3)
Atk Options Point-Blank Shot, Precise Shot, Deadeye
–––––––––––––––––––––––––
Abilities: Str 10, Dex 14, Con 14, Int 14, Wis 13, Cha 8
Talents: Acute Senses, Armored Defense, Expert Tracker, Improved Armored Defense
Feats: Armor Proficiency (light, medium), Deadeye, Point-Blank Shot, Precise Shot, Shake it Off, Skill Focus (Survival), Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple weapons)
Skills: Endurance +10, Initiative +10, Knowledge (Galactic Lore) +10, Knowledge (Tactics) +10, Perception +11, Stealth +10, Survival +14; all others 3+ability modifier
Possessions: Battle Armor, Helmet Package, Blaster Rifle, Sporting Blaster Pistol, Jet Pack (10 charges), Utility Belt, Rifle Holster, Concealed Blaster Holster (wrist), Combat Gloves, 500 credits
–––––––––––––––––––––––––
Experience 10,000

[sblock]
Wyallt was born on Mandalore nearly 80 years after the planet and it's somewhat infamous culture began its most recent rebirth. His real parents died in a regional conflict that they were hired for a few years after his birth, but he was adopted by friends of his family and took their family name as his own.

When he was 13--the traditional age of adulthood in Mandalorian society--he had his coming of age ceremony and began taking odd jobs. A few months before Krayt's takeover of the Empire, Wyallt was hired by a Gungan smuggler by the name of Garlin Sun and given a commission as a lieutenant in the organization. He frequently works with an Ithorian smuggler by the name of "X"

He has no personal politics about the takeover, he thinks as long as they don't bother him and his family, it really doesn't matter. His work with Sun, however, makes him a de facto member in a resistance cell.[/sblock]
 

Voidrunner's Codex

Remove ads

Top