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Knights of the Old Republic - RG
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<blockquote data-quote="Karl Green" data-source="post: 3637730" data-attributes="member: 1467"><p>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 <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>[sblock]</p><p><span style="font-size: 12px"><strong>Popottus the Hutt</strong></span> </p><p>Large Hutt noble 4/scoundrel 4/crime lord 4 CL12</p><p><strong>Destiny</strong> 1, <strong>Force</strong> 7, <strong>Dark Side</strong> 15</p><p><strong>Init</strong> +8; <strong>Senses</strong> Perception +18</p><p><strong>Languages</strong> Basic, Bocce, Huttese, Ryl, Nikto, Gamorrean, Sriluurian</p><p>----</p><p><strong>Defenses</strong> Reflex 21 (flat-footed 21), Fortitude 25, Will 28; +5 to Will defense vs. Use the Force</p><p><strong>Hit Points</strong>: 108; <strong>Threshold</strong> 36</p><p>----</p><p><strong>Speed</strong> 2 squares; can’t be tripped or knocked prone</p><p><strong>Base Atk</strong> +9; <strong>Grp</strong> +11</p><p><strong>Melee</strong> unarmed +11 (1d8+8)</p><p><strong>Ranged</strong> by weapon type +6</p><p><strong>Atk Options</strong> Pin, Point Blank Shot</p><p><strong>Special Actions</strong> Command Cover, Disruptive, Inspire Fear I, Walk the Line</p><p>---</p><p><strong>Abilities</strong> Str 14, Dex 4, Con 16, Int 14, Wis 14, Cha 17</p><p><strong>Talents</strong> Attract Minion, Connections, Disruptive, Inspire Fear I, Notorious, Shares Notoriety, Walk the Line, Wealth</p><p><strong>Feats</strong> 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)</p><p><strong>Skills</strong> 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</p><p>----</p><p><strong> Possessions</strong> lots of stuff, palace, various skiffs, barges, and transports</p><p></p><p></p><p><span style="font-size: 12px"><strong>The Dark Witch/Dancer Sisters – Kyl and Rylle Dornus</strong></span> </p><p>Medium Female Twi’lek Scoundrel 8, CL8 (twin sisters)</p><p><strong>Destiny</strong> 0, <strong>Force</strong> 6, <strong>Dark Side</strong> 10</p><p><strong>Init</strong> +13; <strong>Senses</strong> Perception +6, Force Perception +18; low-light vision</p><p><strong>Languages</strong> Basic, Ryl, Lukku, Huttese</p><p>----</p><p><strong>Defense</strong> Reflex 27 (flat-footed 20), Fortitude 22, Will 21 </p><p><strong>HP</strong> 49; <strong>Threshold</strong> 22</p><p>----</p><p><strong>Speed</strong> 6 squares</p><p><strong>Base Atk</strong> +6, <strong>Grp</strong> +6</p><p><strong>Melee</strong> +10 unarmed (1d10+4)</p><p><strong>Ranged</strong> +10 Hold-out Blaster Pistol (3d4+4)</p><p><strong>Atk Options</strong> Point Blank Shot</p><p><strong>Special Abilities</strong> Damage Resistance, Sneak Attack </p><p><strong>Force Powers Known</strong> (Use the Force +18): Mind Trick, Surge</p><p>----</p><p><strong>Abilities</strong> Str 10, Dex 18, Con 11, Int 12, Wis 14, Cha 19</p><p><strong>Talents</strong> Damage Resistance (10), Force Perception, Sneak Attack (1d6) </p><p><strong>Feats</strong> Force Sensitivity, Force Training, Martial Arts I, II & III, Point Blank Shot, Weapon Finesse, Skill Focus (Use the Force), Weapon Proficiency (pistols, simple)</p><p><strong>Skills</strong> Acrobatics +12, Deception +12 (may re-roll test, must take second result), Initiative +12, Stealth +12, Use Computers +9, Use the Force +17</p><p>----</p><p><strong>Possessions</strong> Hold-out Blaster Pistols, Skimpy costumes </p><p></p><p></p><p><strong><span style="font-size: 12px">O’jon Getta’norm</span></strong></p><p>Medium Male Falleen Scoundrel 8, CL8 </p><p><strong>Destiny</strong> 0, <strong>Force</strong> 6; <strong>Dark Side</strong> 10</p><p><strong>Init</strong> +6; <strong>Senses</strong> Perception +10 </p><p><strong>Languages</strong> Basic, Falleenic, Huttese, Ryl, Shriiwook (cannot speak) </p><p>----</p><p><strong>Defense</strong> Reflex 22 (flat-footed 20), Fortitude 19, Will 20; +5 to Will defense vs. Use the Force </p><p><strong>HP</strong> 49; <strong>Threshold</strong> 19</p><p>----</p><p><strong>Speed</strong> 6 squares</p><p><strong>Base Atk</strong> +6, <strong>Grp</strong> +6</p><p><strong>Melee</strong> +8 viboblade (2d6+4)</p><p><strong>Ranged</strong> +8 hold-out blaster (3d4+4) </p><p><strong>Atk Options</strong> Deadeye, Point Blank Shot</p><p><strong>Special Abilities</strong> Semi-Aquatic, Pheromones</p><p>----</p><p><strong>Abilities</strong> Str 10, Dex 14, Con 12, Int 17, Wis 12, Cha 18</p><p><strong>Talents</strong> Fool’s Luck, Knack, Lucky Shot, Disruptive </p><p><strong>Feats</strong> Deadeye, Melee Defense, Point Blank Shot, Quick Draw, Skill Focus (Deception), Skill Focus (Persuasion), Weapon Finesse, Weapon Proficiency (advanced melee weapons, pistol, simple)</p><p><strong>Skills</strong> Acrobatics +11, Deceptive +18, Gather Information +13, Knowledge (Galactic Lore) +12, Perception +10, Persuasion +18, Stealth +11</p><p>----</p><p><strong>Possessions</strong> Formal robes, vibroblade (concealed), Hold-out blaster (concealed)</p><p></p><p><span style="font-size: 12px"><strong>Falleen Species Traits</strong></span></p><p>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.</p><p><strong>Medium</strong> Size and Speed: 6 squares </p><p><strong>Semi-Aquatic</strong> can breath underwater</p><p><strong>Pheromones</strong> Falleen can re-roll and Deceptive and Persuasion check made against any member of the opposite sex that can ‘smell’ them (within 6 squares)</p><p><strong>Resistant to the Force</strong> +5 to Will defense vs. Use the Force powers and skills </p><p><strong>Languages</strong> Basic and Falleenic </p><p></p><p></p><p><span style="font-size: 12px"><strong>Hanharr</strong></span> </p><p>Medium Wookiee scout 7/bounty hunter 3; CL10</p><p><strong>Destiny</strong> 0, <strong>Force</strong> 7, <strong>Dark Side</strong> 19</p><p><strong>Init</strong> +11, <strong>Senses</strong> Perception +10</p><p><strong>Languages</strong> Basic (cannot speak), Huttese (cannot speak), Shyriiwook</p><p>----</p><p><strong>Defenses</strong> Reflex 25 (flat-footed 24), Fortitude 26, Will 20; Evasion</p><p><strong>HP</strong> 114; <strong>Threshold</strong> 26; extraordinary recuperation</p><p>----</p><p><strong>Speed</strong> 8 squares; Long Stride</p><p><strong>Base Atk</strong> +8; <strong>Grp</strong> +13</p><p><strong>Melee</strong> vibro-ax +14 (2d10+15) two-handed, or</p><p><strong>Melee</strong> vibro-ax +14 (3d10+15) with Mighty Swing</p><p><strong>Ranged</strong> bowcaster +9 (3d10+5)</p><p><strong>Atk Options</strong> Hunter’s Mark, Mighty Swing</p><p><strong>Special Abilities</strong> Familiar Foe +1, Hunter’s Target, Rage 2/day</p><p>----</p><p><strong>Abilities</strong> Str 20, Dex 13, Con 18, Int 12, Wis 10, Cha 6</p><p><strong>Talents</strong> Acute Senses, Evasion, Expert Tracker, Hunter’s Mark, Hunter’s Target, Long Stride</p><p><strong>Feats</strong> 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)</p><p><strong>Skills</strong> 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</p><p>----</p><p><strong>Possessions</strong> vibro-ax, bowcaster, necklace of finger bones, protocol droid head (that can translate spoken Shyriiwook into Basic)</p><p></p><p></p><p><span style="font-size: 12px"><strong>Weequay Guards</strong></span></p><p>Medium Weequay nonheroic 6; CL2</p><p><strong>Dark Side</strong> 7</p><p><strong>Init</strong> +11; <strong>Senses</strong> Perception +7; Scent, Enhanced Smell</p><p><strong>Languages</strong> Basic (cannot speak), Weequay</p><p><strong>Defenses</strong> Ref 20 (flat-footed 17), Fort 14, Will 9</p><p><strong>HP</strong> 26; <strong>Threshold</strong> 14</p><p><strong>Speed</strong> 6 squares</p><p><strong>Base Atk</strong> +4; <strong>Grp</strong> +6</p><p><strong>Melee</strong> Vibro-axe +6 (2d10+4) two-handed , or</p><p><strong>Melee</strong> Vibro-axe +6 (3d10+4) with Mighty Swing</p><p><strong>Combat Options</strong> Mighty Swing</p><p><strong>Special Abilities</strong> Silent Communication</p><p><strong>Abilities</strong> Str 14, Dex 16, Con 16, Int 8, Wis 9, Cha 8</p><p><strong>Feats</strong> Armor Proficiency (light), Mighty Swing, Skill Training (Initiative), Weapon Proficiency (advanced melee weapons)</p><p><strong>Skills</strong> Initiative +11, Perception +9</p><p><strong>Possessions</strong> Vibro-axe, Ceremonial Armor (+7 armor, +1 equip, light)</p><p></p><p><span style="font-size: 12px"><strong>Weequay Species Traits</strong></span></p><p>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. </p><p><strong>Ability Modifiers</strong> Dexterity +2, Constitution +2, Intelligence -2, Wisdom -2, Charisma -2</p><p><strong>Scent</strong>: 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. </p><p><strong>Silent language</strong>: Weequay may communicate among themselves by smell, without need for words or signs of any kind.</p><p><strong>Enhanced smell</strong>: 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.</p><p></p><p></p><p><span style="font-size: 12px"><strong>Gamorrean thug</strong></span></p><p>Medium Gamorrean nonheroic 3; CL1</p><p><strong>Dark Side</strong> 7</p><p><strong>Init</strong> +7; <strong>Senses</strong> Perception +5</p><p><strong>Languages</strong> Basic (cannot speak), Gamorrean (speak only)</p><p><strong>Defenses</strong> Ref 15 (flat-footed 14), Fort 16, Will 9</p><p><strong>Hit Points</strong> 16; <strong>Threshold</strong> 17</p><p><strong>Speed</strong> 6 squares</p><p><strong>Base Atk</strong> +2; Grp +5</p><p><strong>Melee</strong> two-handed axe +5 (2d6+6) </p><p><strong>Combat Options</strong> Power Attack</p><p><strong>Abilities</strong> Str 16, Dex 12, Con 14, Int 8, Wis 9, Cha 8</p><p><strong>Feats</strong> Armor Proficiency (light), Improved Damage Threshold, Power Attack, Skill Training (Initiative)</p><p><strong>Skills</strong> Initiative +7, Perception +5</p><p><strong>Possessions</strong> Big two-handed axe, Junk armor (+4 armor, light)</p><p></p><p></p><p>Dark Tainted (with Sith alchemy) things in the cages… to be seen soon? </p><p><span style="font-size: 12px"><strong>Hiss’agoth Razor-Claw</strong></span></p><p>Large Force Modified Predator 7; CL 7</p><p><strong>Dark Side</strong> 20</p><p><strong>Init</strong> +8; <strong>Senses</strong> Perception +8, Sense the Force +8; Low-light vision, Dark vision (60ft), Scent</p><p><strong>Defenses</strong> Ref 17 (flat-footed 16), Fort 22, Will 17</p><p><strong>HP</strong> 64; Threshold 22</p><p><strong>Speed</strong> 9 squares</p><p><strong>Base Atk</strong> +7; <strong>Grp</strong> +15</p><p><strong>Melee</strong> two claws +10 (1d8+6) and</p><p>One bite +5 (1d10+11)*, plus poison (as <strong>Paralytic Poison (CL5)</strong> in SWSE pg. 255)</p><p><strong>Ranged</strong> poisonous spit +6 (as <strong>Paralytic Poison (CL5)</strong> in SWSE pg. 255; range 2 squares max)</p><p><strong>Fighting Space</strong> 2x2, <strong>Reach</strong> 1</p><p><strong>Special Abilities</strong> Predator (Base Atk =level), Multiple Attack, Damage Reduction 5 (even vs. lightsabers), Immunity to Fear, Rage 1/day (+), Scent, Enhanced Hide (+6 armor)</p><p><strong>Abilities</strong> Str 22, Dex 12, Con 20, Int 2, Wis 11, Cha 11</p><p><strong>Feats</strong> Power Attack, Skill Training (Perception, Stealth, Survival)</p><p><strong>Skills</strong> Initiative +9, Perception +8, Stealth +9, Survival +8</p><p>*includes 5 point Power Attack </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Karl Green, post: 3637730, member: 1467"] 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 ;) [sblock] [size=3][b]Popottus the Hutt[/b][/size] Large Hutt noble 4/scoundrel 4/crime lord 4 CL12 [b]Destiny[/b] 1, [b]Force[/b] 7, [b]Dark Side[/b] 15 [b]Init[/b] +8; [b]Senses[/b] Perception +18 [b]Languages[/b] Basic, Bocce, Huttese, Ryl, Nikto, Gamorrean, Sriluurian ---- [b]Defenses[/b] Reflex 21 (flat-footed 21), Fortitude 25, Will 28; +5 to Will defense vs. Use the Force [b]Hit Points[/b]: 108; [b]Threshold[/b] 36 ---- [b]Speed[/b] 2 squares; can’t be tripped or knocked prone [b]Base Atk[/b] +9; [b]Grp[/b] +11 [b]Melee[/b] unarmed +11 (1d8+8) [b]Ranged[/b] by weapon type +6 [b]Atk Options[/b] Pin, Point Blank Shot [b]Special Actions[/b] Command Cover, Disruptive, Inspire Fear I, Walk the Line --- [b]Abilities[/b] Str 14, Dex 4, Con 16, Int 14, Wis 14, Cha 17 [b]Talents[/b] Attract Minion, Connections, Disruptive, Inspire Fear I, Notorious, Shares Notoriety, Walk the Line, Wealth [b]Feats[/b] 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) [b]Skills[/b] 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 ---- [b] Possessions[/b] lots of stuff, palace, various skiffs, barges, and transports [size=3][b]The Dark Witch/Dancer Sisters – Kyl and Rylle Dornus[/b][/size] Medium Female Twi’lek Scoundrel 8, CL8 (twin sisters) [b]Destiny[/b] 0, [b]Force[/b] 6, [b]Dark Side[/b] 10 [b]Init[/b] +13; [b]Senses[/b] Perception +6, Force Perception +18; low-light vision [b]Languages[/b] Basic, Ryl, Lukku, Huttese ---- [b]Defense[/b] Reflex 27 (flat-footed 20), Fortitude 22, Will 21 [b]HP[/b] 49; [b]Threshold[/b] 22 ---- [b]Speed[/b] 6 squares [b]Base Atk[/b] +6, [b]Grp[/b] +6 [b]Melee[/b] +10 unarmed (1d10+4) [b]Ranged[/b] +10 Hold-out Blaster Pistol (3d4+4) [b]Atk Options[/b] Point Blank Shot [b]Special Abilities[/b] Damage Resistance, Sneak Attack [b]Force Powers Known[/b] (Use the Force +18): Mind Trick, Surge ---- [b]Abilities[/b] Str 10, Dex 18, Con 11, Int 12, Wis 14, Cha 19 [b]Talents[/b] Damage Resistance (10), Force Perception, Sneak Attack (1d6) [b]Feats[/b] Force Sensitivity, Force Training, Martial Arts I, II & III, Point Blank Shot, Weapon Finesse, Skill Focus (Use the Force), Weapon Proficiency (pistols, simple) [b]Skills[/b] Acrobatics +12, Deception +12 (may re-roll test, must take second result), Initiative +12, Stealth +12, Use Computers +9, Use the Force +17 ---- [b]Possessions[/b] Hold-out Blaster Pistols, Skimpy costumes [b][size=3]O’jon Getta’norm[/size][/b][size=3][/size] Medium Male Falleen Scoundrel 8, CL8 [b]Destiny[/b] 0, [b]Force[/b] 6; [b]Dark Side[/b] 10 [b]Init[/b] +6; [b]Senses[/b] Perception +10 [b]Languages[/b] Basic, Falleenic, Huttese, Ryl, Shriiwook (cannot speak) ---- [b]Defense[/b] Reflex 22 (flat-footed 20), Fortitude 19, Will 20; +5 to Will defense vs. Use the Force [b]HP[/b] 49; [b]Threshold[/b] 19 ---- [b]Speed[/b] 6 squares [b]Base Atk[/b] +6, [b]Grp[/b] +6 [b]Melee[/b] +8 viboblade (2d6+4) [b]Ranged[/b] +8 hold-out blaster (3d4+4) [b]Atk Options[/b] Deadeye, Point Blank Shot [b]Special Abilities[/b] Semi-Aquatic, Pheromones ---- [b]Abilities[/b] Str 10, Dex 14, Con 12, Int 17, Wis 12, Cha 18 [b]Talents[/b] Fool’s Luck, Knack, Lucky Shot, Disruptive [b]Feats[/b] Deadeye, Melee Defense, Point Blank Shot, Quick Draw, Skill Focus (Deception), Skill Focus (Persuasion), Weapon Finesse, Weapon Proficiency (advanced melee weapons, pistol, simple) [b]Skills[/b] Acrobatics +11, Deceptive +18, Gather Information +13, Knowledge (Galactic Lore) +12, Perception +10, Persuasion +18, Stealth +11 ---- [b]Possessions[/b] Formal robes, vibroblade (concealed), Hold-out blaster (concealed) [size=3][b]Falleen Species Traits[/b][/size] 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. [b]Medium[/b] Size and Speed: 6 squares [b]Semi-Aquatic[/b] can breath underwater [b]Pheromones[/b] Falleen can re-roll and Deceptive and Persuasion check made against any member of the opposite sex that can ‘smell’ them (within 6 squares) [b]Resistant to the Force[/b] +5 to Will defense vs. Use the Force powers and skills [b]Languages[/b] Basic and Falleenic [size=3][b]Hanharr[/b][/size] Medium Wookiee scout 7/bounty hunter 3; CL10 [b]Destiny[/b] 0, [b]Force[/b] 7, [b]Dark Side[/b] 19 [b]Init[/b] +11, [b]Senses[/b] Perception +10 [b]Languages[/b] Basic (cannot speak), Huttese (cannot speak), Shyriiwook ---- [b]Defenses[/b] Reflex 25 (flat-footed 24), Fortitude 26, Will 20; Evasion [b]HP[/b] 114; [b]Threshold[/b] 26; extraordinary recuperation ---- [b]Speed[/b] 8 squares; Long Stride [b]Base Atk[/b] +8; [b]Grp[/b] +13 [b]Melee[/b] vibro-ax +14 (2d10+15) two-handed, or [b]Melee[/b] vibro-ax +14 (3d10+15) with Mighty Swing [b]Ranged[/b] bowcaster +9 (3d10+5) [b]Atk Options[/b] Hunter’s Mark, Mighty Swing [b]Special Abilities[/b] Familiar Foe +1, Hunter’s Target, Rage 2/day ---- [b]Abilities[/b] Str 20, Dex 13, Con 18, Int 12, Wis 10, Cha 6 [b]Talents[/b] Acute Senses, Evasion, Expert Tracker, Hunter’s Mark, Hunter’s Target, Long Stride [b]Feats[/b] 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) [b]Skills[/b] 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 ---- [b]Possessions[/b] vibro-ax, bowcaster, necklace of finger bones, protocol droid head (that can translate spoken Shyriiwook into Basic) [size=3][b]Weequay Guards[/b][/size] Medium Weequay nonheroic 6; CL2 [b]Dark Side[/b] 7 [b]Init[/b] +11; [b]Senses[/b] Perception +7; Scent, Enhanced Smell [b]Languages[/b] Basic (cannot speak), Weequay [b]Defenses[/b] Ref 20 (flat-footed 17), Fort 14, Will 9 [b]HP[/b] 26; [b]Threshold[/b] 14 [b]Speed[/b] 6 squares [b]Base Atk[/b] +4; [b]Grp[/b] +6 [b]Melee[/b] Vibro-axe +6 (2d10+4) two-handed , or [b]Melee[/b] Vibro-axe +6 (3d10+4) with Mighty Swing [b]Combat Options[/b] Mighty Swing [b]Special Abilities[/b] Silent Communication [b]Abilities[/b] Str 14, Dex 16, Con 16, Int 8, Wis 9, Cha 8 [b]Feats[/b] Armor Proficiency (light), Mighty Swing, Skill Training (Initiative), Weapon Proficiency (advanced melee weapons) [b]Skills[/b] Initiative +11, Perception +9 [b]Possessions[/b] Vibro-axe, Ceremonial Armor (+7 armor, +1 equip, light) [size=3][b]Weequay Species Traits[/b][/size] 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. [b]Ability Modifiers[/b] Dexterity +2, Constitution +2, Intelligence -2, Wisdom -2, Charisma -2 [b]Scent[/b]: 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. [b]Silent language[/b]: Weequay may communicate among themselves by smell, without need for words or signs of any kind. [b]Enhanced smell[/b]: 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. [size=3][b]Gamorrean thug[/b][/size] Medium Gamorrean nonheroic 3; CL1 [b]Dark Side[/b] 7 [b]Init[/b] +7; [b]Senses[/b] Perception +5 [b]Languages[/b] Basic (cannot speak), Gamorrean (speak only) [b]Defenses[/b] Ref 15 (flat-footed 14), Fort 16, Will 9 [b]Hit Points[/b] 16; [b]Threshold[/b] 17 [b]Speed[/b] 6 squares [b]Base Atk[/b] +2; Grp +5 [b]Melee[/b] two-handed axe +5 (2d6+6) [b]Combat Options[/b] Power Attack [b]Abilities[/b] Str 16, Dex 12, Con 14, Int 8, Wis 9, Cha 8 [b]Feats[/b] Armor Proficiency (light), Improved Damage Threshold, Power Attack, Skill Training (Initiative) [b]Skills[/b] Initiative +7, Perception +5 [b]Possessions[/b] Big two-handed axe, Junk armor (+4 armor, light) Dark Tainted (with Sith alchemy) things in the cages… to be seen soon? [size=3][b]Hiss’agoth Razor-Claw[/b][/size] Large Force Modified Predator 7; CL 7 [b]Dark Side[/b] 20 [b]Init[/b] +8; [b]Senses[/b] Perception +8, Sense the Force +8; Low-light vision, Dark vision (60ft), Scent [b]Defenses[/b] Ref 17 (flat-footed 16), Fort 22, Will 17 [b]HP[/b] 64; Threshold 22 [b]Speed[/b] 9 squares [b]Base Atk[/b] +7; [b]Grp[/b] +15 [b]Melee[/b] two claws +10 (1d8+6) and One bite +5 (1d10+11)*, plus poison (as [b]Paralytic Poison (CL5)[/b] in SWSE pg. 255) [b]Ranged[/b] poisonous spit +6 (as [b]Paralytic Poison (CL5)[/b] in SWSE pg. 255; range 2 squares max) [b]Fighting Space[/b] 2x2, [b]Reach[/b] 1 [b]Special Abilities[/b] Predator (Base Atk =level), Multiple Attack, Damage Reduction 5 (even vs. lightsabers), Immunity to Fear, Rage 1/day (+), Scent, Enhanced Hide (+6 armor) [b]Abilities[/b] Str 22, Dex 12, Con 20, Int 2, Wis 11, Cha 11 [b]Feats[/b] Power Attack, Skill Training (Perception, Stealth, Survival) [b]Skills[/b] Initiative +9, Perception +8, Stealth +9, Survival +8 *includes 5 point Power Attack [/sblock] [/QUOTE]
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