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SWS/DnD5 Star Wars - The Old Republic "A Gathering Darkness" [Rogues Gallery]
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<blockquote data-quote="GreenKarl" data-source="post: 6865562" data-attributes="member: 6801242"><p><strong>Mercenaries</strong>, <em>Medium sized humanoids (various species), nonheroic 3</em></p><p></p><p>[ATTACH]76001[/ATTACH]</p><p></p><p><strong>Dark Side</strong>: 2</p><p><strong>Fortitude</strong>: 11, <strong>Reflex</strong>: 14, <strong>Will</strong>: 10 (combat jumpsuit ARS 14, Fort +0)</p><p><strong>Hit Points</strong>: 11 (3d4+3), <strong>Damage Threshold</strong>: 11</p><p><strong>Speed</strong>: 12 meters </p><p><strong>STR </strong>12 (+1), <strong>DEX </strong>11 (+0), <strong>CON </strong>12 (+1), <strong>INT </strong>10 (+0), <strong>WIS </strong>10 (+0), <strong>CHA </strong>10 (+0)</p><p><strong>Skills</strong>: Initiative +0, Intimidation +2, Perception+2</p><p><strong>Feats</strong>: Weapon Proficiency (Pistol), Weapon Proficiency (Rifles)</p><p><strong>Proficiencies</strong>: Simple Weapons, Pistol, Rifles, Light Armor, Vehicle (Speederbikes +3) </p><p><strong>Senses</strong>: Low-light vision (goggles), passive perception 12</p><p><strong>Languages</strong>: Basic plus one</p><p>ACTIONS</p><p><strong><em>Blaster Carbine </em></strong>(50 power cell): <em>Ranged Weapon Attack</em>: +2 to hit; <em>Hit</em>: 3d8 energy, or <strong><em>Autofire</em></strong>: <em>Ranged Weapon Attack</em>: -3 to hit, <em>Hit</em>: 3d8 energy damage area affect (4x4m square), ½ damage with a miss.</p><p><strong><em>Frag Grenades</em></strong> (only ½ the mercenaries carry 2 frag grenades each): <em>Ranged throw attack</em>: +2 to hit; <em>Hit</em>: 4d6 slashing & energy in 4x4m sphere, <em>Miss</em>: ½ damage. Thrown 10/30m. If attack meets or exceeds Damage Threshold, target knocked prone. </p><p><strong><em>Clubs</em></strong><em>: Melee Weapon Attack</em>: +3 to hit; <em>Hit</em>: 1d6+1 bludgeoning damage. </p><p><strong>Additional Gear</strong>: Short-range comlink, Helmet goggles (low-light vision)</p><p></p><p>===</p><p></p><p><strong>Cass Everburn</strong></p><p><strong></strong></p><p><strong></strong>[ATTACH]76002[/ATTACH]<em>Medium sized human, Soldier 3</em></p><p><strong>Force Points</strong>: 1,<strong> Dark Side</strong>: 5</p><p><strong>Fortitude</strong>: 19, <strong>Reflex</strong>: 20, <strong>Will</strong>: 13</p><p><strong>Hit Points</strong>: 49 (30+2d10+6), <strong>Damage Threshold</strong>: 19 (Scout Trooper Armor ARS 15, Fort +3)</p><p><strong>Speed</strong>: 12 meters </p><p><strong>STR </strong>16 (+3), <strong>DEX </strong>16 (+3), <strong>CON </strong>14 (+2), <strong>INT </strong>12 (+1), <strong>WIS </strong>11 (+0), <strong>CHA </strong>12 (+1)</p><p><strong>Skills</strong>: Athletics +6, Intimidation +3, Perception +2, Survival +2</p><p><strong>Feats</strong>: 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)</p><p><strong>Proficiencies</strong>: Advanced Melee Weapons, Simple Weapons, Pistol, Rifles, Light & Medium Armor, Tools (Mechanic +2), Vehicle (Speeders +2)</p><p><strong>Talents</strong>: Indomitable (as a reaction, automatically recover from Reeling. Must take a long rest to use again), Weapon Specialization (blaster carbine)</p><p><strong>Senses</strong>: passive perception 12 (low-light goggles)</p><p><strong>Languages</strong>: Basic,</p><p>ACTIONS</p><p><strong><em>Blaster Carbine </em></strong>(50 power cell): <em>Ranged Weapon Attack</em>: +6 to hit; <em>Hit</em>: 3d8+6 energy, or <strong><em>Autofire</em></strong>: <em>Ranged Weapon Attack</em>: +1 to hit, <em>Hit</em>: 3d8+6 energy damage in 4x4m space, ½ if missed </p><p><strong><em>Vibrobayonete</em></strong>: <em>Melee weapon attack</em>: +5 to hit; <em>Hit</em>: 2d8+3 piercing damage.</p><p><strong><em>Frag Grenade</em></strong>: <em>Throwing weapon attack</em>: +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.</p></blockquote><p></p>
[QUOTE="GreenKarl, post: 6865562, member: 6801242"] [B]Mercenaries[/B], [I]Medium sized humanoids (various species), nonheroic 3[/I] [ATTACH=CONFIG]76001._xfImport[/ATTACH] [B]Dark Side[/B]: 2 [B]Fortitude[/B]: 11, [B]Reflex[/B]: 14, [B]Will[/B]: 10 (combat jumpsuit ARS 14, Fort +0) [B]Hit Points[/B]: 11 (3d4+3), [B]Damage Threshold[/B]: 11 [B]Speed[/B]: 12 meters [B]STR [/B]12 (+1), [B]DEX [/B]11 (+0), [B]CON [/B]12 (+1), [B]INT [/B]10 (+0), [B]WIS [/B]10 (+0), [B]CHA [/B]10 (+0) [B]Skills[/B]: Initiative +0, Intimidation +2, Perception+2 [B]Feats[/B]: Weapon Proficiency (Pistol), Weapon Proficiency (Rifles) [B]Proficiencies[/B]: Simple Weapons, Pistol, Rifles, Light Armor, Vehicle (Speederbikes +3) [B]Senses[/B]: Low-light vision (goggles), passive perception 12 [B]Languages[/B]: Basic plus one ACTIONS [B][I]Blaster Carbine [/I][/B](50 power cell): [I]Ranged Weapon Attack[/I]: +2 to hit; [I]Hit[/I]: 3d8 energy, or [B][I]Autofire[/I][/B]: [I]Ranged Weapon Attack[/I]: -3 to hit, [I]Hit[/I]: 3d8 energy damage area affect (4x4m square), ½ damage with a miss. [B][I]Frag Grenades[/I][/B] (only ½ the mercenaries carry 2 frag grenades each): [I]Ranged throw attack[/I]: +2 to hit; [I]Hit[/I]: 4d6 slashing & energy in 4x4m sphere, [I]Miss[/I]: ½ damage. Thrown 10/30m. If attack meets or exceeds Damage Threshold, target knocked prone. [B][I]Clubs[/I][/B][I]: Melee Weapon Attack[/I]: +3 to hit; [I]Hit[/I]: 1d6+1 bludgeoning damage. [B]Additional Gear[/B]: Short-range comlink, Helmet goggles (low-light vision) === [B]Cass Everburn [/B][ATTACH=CONFIG]76002._xfImport[/ATTACH][I]Medium sized human, Soldier 3[/I] [B]Force Points[/B]: 1,[B] Dark Side[/B]: 5 [B]Fortitude[/B]: 19, [B]Reflex[/B]: 20, [B]Will[/B]: 13 [B]Hit Points[/B]: 49 (30+2d10+6), [B]Damage Threshold[/B]: 19 (Scout Trooper Armor ARS 15, Fort +3) [B]Speed[/B]: 12 meters [B]STR [/B]16 (+3), [B]DEX [/B]16 (+3), [B]CON [/B]14 (+2), [B]INT [/B]12 (+1), [B]WIS [/B]11 (+0), [B]CHA [/B]12 (+1) [B]Skills[/B]: Athletics +6, Intimidation +3, Perception +2, Survival +2 [B]Feats[/B]: 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) [B]Proficiencies[/B]: Advanced Melee Weapons, Simple Weapons, Pistol, Rifles, Light & Medium Armor, Tools (Mechanic +2), Vehicle (Speeders +2) [B]Talents[/B]: Indomitable (as a reaction, automatically recover from Reeling. Must take a long rest to use again), Weapon Specialization (blaster carbine) [B]Senses[/B]: passive perception 12 (low-light goggles) [B]Languages[/B]: Basic, ACTIONS [B][I]Blaster Carbine [/I][/B](50 power cell): [I]Ranged Weapon Attack[/I]: +6 to hit; [I]Hit[/I]: 3d8+6 energy, or [B][I]Autofire[/I][/B]: [I]Ranged Weapon Attack[/I]: +1 to hit, [I]Hit[/I]: 3d8+6 energy damage in 4x4m space, ½ if missed [B][I]Vibrobayonete[/I][/B]: [I]Melee weapon attack[/I]: +5 to hit; [I]Hit[/I]: 2d8+3 piercing damage. [B][I]Frag Grenade[/I][/B]: [I]Throwing weapon attack[/I]: +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. [/QUOTE]
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