Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Playing the Game
Talking the Talk
SWS/DnD5 Star Wars - The Old Republic "A Gathering Darkness" [Rogues Gallery]
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="GreenKarl" data-source="post: 7006630" data-attributes="member: 6801242"><p><strong>Sith Assassin, the Dark Lady</strong>, <em>Medium sized near-human, jedi 6/sith apprentice 1</em></p><p><em></em></p><p><em></em>[ATTACH]80535[/ATTACH]</p><p><strong></strong></p><p><strong>Force Points</strong>: 4 (1d4+1),<strong> Dark Side</strong>: 14</p><p><strong>Fortitude</strong>: 17, <strong>Reflex</strong>: 20, <strong>Will</strong>: 18 (check to recover from <em>Reeling</em> +4; Concentration +4)</p><p><strong>Hit Points</strong>: 66 (30+6d10; Second Wind 1d10+7), <strong>Damage Threshold</strong>: 17</p><p><strong>Speed</strong>: 12 meters </p><p><strong>STR </strong>12 (+1), <strong>DEX </strong>18 (+4), <strong>CON </strong>10 (+0), <strong>INT </strong>13 (+1), <strong>WIS </strong>14 (+2), <strong>CHA </strong>14 (+2)</p><p><strong>Skills</strong>: Deception +5, Initiative +7, Stealth +10, Supernatural +4, Use the Force +5</p><p><strong>Proficiencies</strong>: Lightsabers, Simple weapons, Vehicle (Starships +6) </p><p><strong>Feats</strong>: Double Attack (take two attacks instead of one with attack action), Force Sensitive, Force Training, Improved Critical (crit. on a natural 19-20), Improved Defenses (+1 to all defenses), Skill Expertise (Stealth), Weapon Focus (lightsaber)</p><p><strong>Talents</strong>: Damage Resistance (spend a FP and gain resistant to all damage for 1 minute/10 rounds), Dark Scourge (+2 to hit and damage vs. Jedi), Resilient (force point to recover from <em>Reeling</em> as a reaction, add force die to roll), Weapon specialization (Lightsaber)</p><p><strong>Force Powers</strong>: Dark Rage, Negate Energy, Rebuke, Surge </p><p><strong>Senses</strong>: passive perception 12</p><p><strong>Languages</strong>: Basic</p><p>ACTIONS</p><p><strong><em>Forcesaber (double-bladed lightsaber)</em></strong>: <em>Melee weapon attack</em>: +7 to hit; <em>Hit</em>: 2d8+8 energy & slashing damage. Can use bonus action to make off-hand attack, damage is 2d8+4 energy & slashing. </p><p><strong>Additional Gear</strong>: All-temperature cloak, Utility belt </p><p> </p><p> </p><p> </p><p><strong>Sith Warlock, Malonnu</strong>, <em>Medium sized ithorian, jedi 5/soldier 1/sith apprentice 1</em> </p><p>[ATTACH]80539[/ATTACH]<strong></strong></p><p><strong>Force Points</strong>: 6 (1d8+1),<strong> Dark Side</strong>: 15</p><p><strong>Fortitude</strong>: 19, <strong>Reflex</strong>: 17, <strong>Will</strong>: 21 (check to recover from <em>Reeling</em> +4; Concentration +5)</p><p><strong>Hit Points</strong>: 79 (30+6d10+14; Second Wind 1d10+9), <strong>Damage Threshold</strong>: 19 (scout armor ARS 14, Fort +2)</p><p><strong>Speed</strong>: 12 meters </p><p><strong>STR </strong>10 (+0), <strong>DEX </strong>12 (+1), <strong>CON </strong>14 (+2), <strong>INT </strong>15 (+2), <strong>WIS </strong>15 (+2), <strong>CHA </strong>19 (+4)</p><p><strong>Skills</strong>: Galactic Lore +5, Intimidate +7, Supernatural +5, Use the Force +7</p><p><strong>Proficiencies</strong>: Light Armor, Lightsabers, Pistols, Simple weapons, Tools (Electronics +5), Vehicle (Speeder +5) </p><p><strong>Feats</strong>: Force Boon (more FP), Force Sensitive, Force Training (2), Strong in the Force (force die is 1d8+1, and you can spend two force points a round instead of only one)</p><p><strong>Talents</strong>: Deflect (bonus action, with ignited lightsaber, +4 to Reflex defense vs. ranged attacks), Power of the Dark Side (whenever you spend a Force Point on an Attack roll or Use the Force check with a power that does damage, also add result to damage if your attack hits), Force Focus (as an Action, Use the Force DC15 to regain one used Force Power), Shadows (create Heavy Obscure, Total Darkness in 12-meter Sphere out 12 meters from you. This last up to one minute, requires Concentration), Visions (more info from Farseeing) </p><p><strong>Force Powers</strong>: Energy Resistance, Farseeing, Force Grip, Force Lightning, Force Scream, Force Slam, Mind Trick, Rebuke </p><p><strong>Senses</strong>: passive perception 12</p><p><strong>Traits</strong>: Below (one level exhaustion), Iron Will, Survival Instinct (advantage on survival checks)</p><p><strong>Languages</strong>: Basic, Ithorian</p><p>ACTIONS</p><p><strong><em>Below</em></strong>: <em>Area of Affect 12-meter cone attack</em>: +5 to hit; <em>Hit</em>: 3d6+3 bludgeoning, ½ if missed.</p><p><strong><em>Lightsaber</em></strong>: <em>Melee weapon attack</em>: +4 to hit; <em>Hit</em>: 2d8+4 energy & slashing damage. </p><p><strong>Additional Gear</strong>: Scout armor, All-temperature cloak, Utility belt</p><p> </p><p> </p><p><strong>Sith Inquisitor, Gall Hsloth</strong>, <em>Medium sized human, jedi 5/sith apprentice 2</em> </p><p></p><p>[ATTACH]80538[/ATTACH]</p><p></p><p><strong>Force Points</strong>: 4 (1d8+1),<strong> Dark Side</strong>: 16</p><p><strong>Fortitude</strong>: 17, <strong>Reflex</strong>: 17, <strong>Will</strong>: 19 (check to recover from <em>Reeling</em> +5; Concentration +4)</p><p><strong>Hit Points</strong>: 70 (30+6d10+7; Second Wind 1d10+8), <strong>Damage Threshold</strong>: 17</p><p><strong>Speed</strong>: 12 meters </p><p><strong>STR </strong>14 (+2), <strong>DEX </strong>13 (+1), <strong>CON </strong>12 (+1), <strong>INT </strong>14 (+2), <strong>WIS </strong>16 (+3), <strong>CHA </strong>18 (+4)</p><p><strong>Skills</strong>: Athletics +5, Intimidate +7, Supernatural +5, Use the Force +10</p><p><strong>Proficiencies</strong>: Lightsabers, Simple weapons, Tools (Nav Computer +5), Vehicles (Starships +4) </p><p><strong>Feats</strong>: Double Attack (take two attacks instead of one with attack action), Force Sensitive, Force Training (2), Strong in the Force (force die is a d8+1 and can spend two in one round instead of one), Skill Expertise (Use the Force)</p><p><strong>Talents</strong>: Adept Persuasion (use the force for persuade checks), Dark Presence (As an Action, you and all allies within 12 meters of you gain a +1 Force bonus all the Defenses. This lasts until your next rest or re-focus), Deflect (bonus action, with ignited lightsaber, add +4 to Reflex defense vs. ranged attacks), Force Persuade (advantage with persuade and if meet or bets a target’s Will defense, target is <em>charmed</em>) Power of the Dark Side (whenever you spend a Force Point on an Attack roll or Use the Force check with a power that does damage, also add result to damage if your attack hits)</p><p><strong>Force Powers</strong>: Fear, Force Grip (2), Force Lighting (2), Mind Trick, Move Objects, Rebuke</p><p><strong>Force Technique</strong>: Improved Force Sense (free action to make Use the Force checks vs. obscure)</p><p><strong>Senses</strong>: passive perception 13</p><p><strong>Languages</strong>: Basic, Sith</p><p>ACTIONS</p><p><strong><em>Lightsaber</em></strong>: <em>Melee weapon attack</em>: +5 to hit; <em>Hit</em>: 2d8+5 energy & slashing damage. </p><p><strong><em>Blaster Pistol </em></strong>(50 power cell): <em>Ranged Weapon Attack</em>: +4 to hit; <em>Hit</em>: 3d6+4 energy damage. Range 40/160</p><p><strong>Additional Gear</strong>: All-temperature cloak, Datapad, Utility belt</p><p> </p><p> </p><p> </p><p><strong>Parlex Dornith</strong><em>, Bounty Hunter for Hire</em>,<em> Medium sized human, Soldier 3/Scout 2/Bounty Hunter 1</em></p><p><em></em>[ATTACH]80537[/ATTACH]</p><p></p><p><strong>Force Points</strong>: 4 (d4+1), <strong>Dark Side</strong>: 7</p><p><strong>Fortitude</strong>: 20, <strong>Reflex</strong>: 22, <strong>Will</strong>: 17 (check to recover from <em>Reeling</em> +4)</p><p><strong>Hit Points</strong>: 71 (30+3d10+2d8+12; Second Wind 1d10+9), <strong>Damage Threshold</strong>: 20 (scout armor ARS 14, Fort +2)</p><p><strong>Speed</strong>: 12 meters </p><p><strong>STR </strong>14 (+2), <strong>DEX </strong>16 (+3), <strong>CON </strong>14 (+2), <strong>INT </strong>12 (+1), <strong>WIS </strong>14 (+2), <strong>CHA </strong>11 (+0)</p><p><strong>Skills</strong>: Athletics +5, Gather Information +3, Intimidation +3, Perception +5, Stealth +6</p><p><strong>Proficiencies</strong>: Advanced Melee Weapons, Simple Weapons, Pistol, Rifles, Light & Medium Armor, Tools (Navcomputer +4), Vehicle (Starship +6)</p><p><strong>Feats</strong>: Action Surge (take an extra Action), Burst Fire (taking an -5 to attack vs. a single target deal +2d weapon damage. Must have autofire trait and uses 5 rounds of ammo), Double Attack (take two attacks instead of one with attack action), Improved Defense (+1 to all Defense scores), Pistoleer (not at disadvantage when using a pistol in melee, can use bonus action to make one additional pistol shot a round), Shake it Off (make recover from Reeling check at start of turn), Weapon Focus (blaster rifle)</p><p><strong>Talents</strong>: Evasion (no damage form area effect attacks that miss you, ½ with a hit), Hunter’s Mark (If you aim before making a ranged attack you can spend a Force Point to ‘mark’ the target. For the remained of that combat, if your attacks hits the target and does at least 1 pt. of damage, it acquires the <em>Reeling </em>condition), Weapon Specialization (blaster rifle)</p><p><strong>Senses</strong>: passive perception 17 (low-light with goggles)</p><p><strong>Languages</strong>: Basic, Dosh</p><p>ACTIONS</p><p><strong><em>Blaster Carbine </em></strong>(50 power cell): <em>Ranged Weapon Attack</em>: +7 to hit; <em>Hit</em>: 3d8+8 energy damage. Or Autofire, <em>Ranged Weapon Attack</em>: +1 (+4 if he braces) to hit; <em>Hit</em>: 3d8+5 energy damage in 4x4 meter area. Range 60/600. </p><p><strong><em>Blaster Pistol </em></strong>(50 power cell): <em>Ranged Weapon Attack</em>: +6 to hit; <em>Hit</em>: 3d6+6 energy damage. Range 40/160</p><p><strong><em>Vibroblade</em></strong>: <em>Melee weapon attack</em>: +6 to hit; <em>Hit</em>: 2d6+5 slashing damage.</p><p><strong>Additional Gear</strong>: Scout Armor, Bandolier (4 extra power cells for rifle, 4 extra power cells for pistol, 4 extra power cells for vibroblade), Binder cuffs (2 sets), Datapad, Goggles Package (low-light vision, +2 to Perception checks, hands-free short-range comlink), Medpac (2), Utility belt</p><p> </p><p> </p><p><strong>Sith Mark III Light Battle Droid</strong>, <em>Medium</em> <em>size droid, 4[SUP]th[/SUP] degree scout 5</em></p><p><em></em>[ATTACH]80536[/ATTACH]</p><p></p><p><strong>Force </strong>Points: 2, Dark<strong> Side Points</strong>: 4</p><p><strong>Fortitude</strong>: 15, <strong>Reflex</strong>: 18, <strong>Will</strong>: 15 (Recover from <em>Reeling </em>+3)</p><p><strong>Hit Points</strong>: 44 (24+4d8; Second Wind 1d8+5), <strong>Damage Threshold</strong>: 15 </p><p><strong>Speed</strong>: 16 meters </p><p><strong>STR </strong>12 (+1), <strong>DEX </strong>16 (+3), <strong>CON </strong>n/a, <strong>INT </strong>12 (+1), <strong>WIS </strong>14 (+2), <strong>CHA </strong>10 (+0)</p><p><strong>Skills</strong>: Acrobatics +6, Athletics +4, Initiative +6, Perception +5, Stealth +6</p><p><strong>Proficiencies</strong>: Advanced Melee Weapons, Simple Weapons, Pistol, Rifles, Light Armor, Martial Weapons, Tools (Mechanics +4) </p><p><strong>Feats</strong>: Action Surge (gain full extra actions), Careful Shot (when you take the ‘Aim’ maneuver, add +2 to hit and damage with ranged attack), Point Blank Shot (+1 to hit and damage with range attack), Shake it Off (recover from reeling at start of turn), Weapon Proficiency (Advanced Melee Weapons)</p><p><strong>Talents</strong>: Acute Senses (advantage on Perception), Hidden Movement (advantage on Stealth), Uncanny Dodge (reaction to take ½ damage from a seen attack that just hit you)</p><p><strong>Systems</strong>: Combat Processor (1), Two-tool Appendages (0), Four-leg Walking Locomotion (2), Increased Locomotion Speed (1), Built In Weapons (blaster carbines, Vibroblade) (2), Reinforced Structure (1), Targeting Sensors (1; add +1 to Range Weapon Attacks) </p><p><strong>Senses</strong>: Passive Perception 20</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+5 energy, Range 60/600, or <strong><em>Autofire</em></strong>: <em>Ranged Weapon Attack</em>: +0 to hit, <em>Hit</em>: 3d8+2 energy damage in 4x4m space, ½ miss. </p><p><strong><em>Vibroblade</em></strong>: <em>Melee Weapon Attack</em>: +6 to hit; <em>Hit</em>: 2d6+5 slashing.</p></blockquote><p></p>
[QUOTE="GreenKarl, post: 7006630, member: 6801242"] [B]Sith Assassin, the Dark Lady[/B], [I]Medium sized near-human, jedi 6/sith apprentice 1 [/I][ATTACH=CONFIG]80535._xfImport[/ATTACH] [B] Force Points[/B]: 4 (1d4+1),[B] Dark Side[/B]: 14 [B]Fortitude[/B]: 17, [B]Reflex[/B]: 20, [B]Will[/B]: 18 (check to recover from [I]Reeling[/I] +4; Concentration +4) [B]Hit Points[/B]: 66 (30+6d10; Second Wind 1d10+7), [B]Damage Threshold[/B]: 17 [B]Speed[/B]: 12 meters [B]STR [/B]12 (+1), [B]DEX [/B]18 (+4), [B]CON [/B]10 (+0), [B]INT [/B]13 (+1), [B]WIS [/B]14 (+2), [B]CHA [/B]14 (+2) [B]Skills[/B]: Deception +5, Initiative +7, Stealth +10, Supernatural +4, Use the Force +5 [B]Proficiencies[/B]: Lightsabers, Simple weapons, Vehicle (Starships +6) [B]Feats[/B]: Double Attack (take two attacks instead of one with attack action), Force Sensitive, Force Training, Improved Critical (crit. on a natural 19-20), Improved Defenses (+1 to all defenses), Skill Expertise (Stealth), Weapon Focus (lightsaber) [B]Talents[/B]: Damage Resistance (spend a FP and gain resistant to all damage for 1 minute/10 rounds), Dark Scourge (+2 to hit and damage vs. Jedi), Resilient (force point to recover from [I]Reeling[/I] as a reaction, add force die to roll), Weapon specialization (Lightsaber) [B]Force Powers[/B]: Dark Rage, Negate Energy, Rebuke, Surge [B]Senses[/B]: passive perception 12 [B]Languages[/B]: Basic ACTIONS [B][I]Forcesaber (double-bladed lightsaber)[/I][/B]: [I]Melee weapon attack[/I]: +7 to hit; [I]Hit[/I]: 2d8+8 energy & slashing damage. Can use bonus action to make off-hand attack, damage is 2d8+4 energy & slashing. [B]Additional Gear[/B]: All-temperature cloak, Utility belt [B]Sith Warlock, Malonnu[/B], [I]Medium sized ithorian, jedi 5/soldier 1/sith apprentice 1[/I] [ATTACH=CONFIG]80539._xfImport[/ATTACH][B] Force Points[/B]: 6 (1d8+1),[B] Dark Side[/B]: 15 [B]Fortitude[/B]: 19, [B]Reflex[/B]: 17, [B]Will[/B]: 21 (check to recover from [I]Reeling[/I] +4; Concentration +5) [B]Hit Points[/B]: 79 (30+6d10+14; Second Wind 1d10+9), [B]Damage Threshold[/B]: 19 (scout armor ARS 14, Fort +2) [B]Speed[/B]: 12 meters [B]STR [/B]10 (+0), [B]DEX [/B]12 (+1), [B]CON [/B]14 (+2), [B]INT [/B]15 (+2), [B]WIS [/B]15 (+2), [B]CHA [/B]19 (+4) [B]Skills[/B]: Galactic Lore +5, Intimidate +7, Supernatural +5, Use the Force +7 [B]Proficiencies[/B]: Light Armor, Lightsabers, Pistols, Simple weapons, Tools (Electronics +5), Vehicle (Speeder +5) [B]Feats[/B]: Force Boon (more FP), Force Sensitive, Force Training (2), Strong in the Force (force die is 1d8+1, and you can spend two force points a round instead of only one) [B]Talents[/B]: Deflect (bonus action, with ignited lightsaber, +4 to Reflex defense vs. ranged attacks), Power of the Dark Side (whenever you spend a Force Point on an Attack roll or Use the Force check with a power that does damage, also add result to damage if your attack hits), Force Focus (as an Action, Use the Force DC15 to regain one used Force Power), Shadows (create Heavy Obscure, Total Darkness in 12-meter Sphere out 12 meters from you. This last up to one minute, requires Concentration), Visions (more info from Farseeing) [B]Force Powers[/B]: Energy Resistance, Farseeing, Force Grip, Force Lightning, Force Scream, Force Slam, Mind Trick, Rebuke [B]Senses[/B]: passive perception 12 [B]Traits[/B]: Below (one level exhaustion), Iron Will, Survival Instinct (advantage on survival checks) [B]Languages[/B]: Basic, Ithorian ACTIONS [B][I]Below[/I][/B]: [I]Area of Affect 12-meter cone attack[/I]: +5 to hit; [I]Hit[/I]: 3d6+3 bludgeoning, ½ if missed. [B][I]Lightsaber[/I][/B]: [I]Melee weapon attack[/I]: +4 to hit; [I]Hit[/I]: 2d8+4 energy & slashing damage. [B]Additional Gear[/B]: Scout armor, All-temperature cloak, Utility belt [B]Sith Inquisitor, Gall Hsloth[/B], [I]Medium sized human, jedi 5/sith apprentice 2[/I] [ATTACH=CONFIG]80538._xfImport[/ATTACH] [B]Force Points[/B]: 4 (1d8+1),[B] Dark Side[/B]: 16 [B]Fortitude[/B]: 17, [B]Reflex[/B]: 17, [B]Will[/B]: 19 (check to recover from [I]Reeling[/I] +5; Concentration +4) [B]Hit Points[/B]: 70 (30+6d10+7; Second Wind 1d10+8), [B]Damage Threshold[/B]: 17 [B]Speed[/B]: 12 meters [B]STR [/B]14 (+2), [B]DEX [/B]13 (+1), [B]CON [/B]12 (+1), [B]INT [/B]14 (+2), [B]WIS [/B]16 (+3), [B]CHA [/B]18 (+4) [B]Skills[/B]: Athletics +5, Intimidate +7, Supernatural +5, Use the Force +10 [B]Proficiencies[/B]: Lightsabers, Simple weapons, Tools (Nav Computer +5), Vehicles (Starships +4) [B]Feats[/B]: Double Attack (take two attacks instead of one with attack action), Force Sensitive, Force Training (2), Strong in the Force (force die is a d8+1 and can spend two in one round instead of one), Skill Expertise (Use the Force) [B]Talents[/B]: Adept Persuasion (use the force for persuade checks), Dark Presence (As an Action, you and all allies within 12 meters of you gain a +1 Force bonus all the Defenses. This lasts until your next rest or re-focus), Deflect (bonus action, with ignited lightsaber, add +4 to Reflex defense vs. ranged attacks), Force Persuade (advantage with persuade and if meet or bets a target’s Will defense, target is [I]charmed[/I]) Power of the Dark Side (whenever you spend a Force Point on an Attack roll or Use the Force check with a power that does damage, also add result to damage if your attack hits) [B]Force Powers[/B]: Fear, Force Grip (2), Force Lighting (2), Mind Trick, Move Objects, Rebuke [B]Force Technique[/B]: Improved Force Sense (free action to make Use the Force checks vs. obscure) [B]Senses[/B]: passive perception 13 [B]Languages[/B]: Basic, Sith ACTIONS [B][I]Lightsaber[/I][/B]: [I]Melee weapon attack[/I]: +5 to hit; [I]Hit[/I]: 2d8+5 energy & slashing damage. [B][I]Blaster Pistol [/I][/B](50 power cell): [I]Ranged Weapon Attack[/I]: +4 to hit; [I]Hit[/I]: 3d6+4 energy damage. Range 40/160 [B]Additional Gear[/B]: All-temperature cloak, Datapad, Utility belt [B]Parlex Dornith[/B][I], Bounty Hunter for Hire[/I],[I] Medium sized human, Soldier 3/Scout 2/Bounty Hunter 1 [/I][ATTACH=CONFIG]80537._xfImport[/ATTACH] [B]Force Points[/B]: 4 (d4+1), [B]Dark Side[/B]: 7 [B]Fortitude[/B]: 20, [B]Reflex[/B]: 22, [B]Will[/B]: 17 (check to recover from [I]Reeling[/I] +4) [B]Hit Points[/B]: 71 (30+3d10+2d8+12; Second Wind 1d10+9), [B]Damage Threshold[/B]: 20 (scout armor ARS 14, Fort +2) [B]Speed[/B]: 12 meters [B]STR [/B]14 (+2), [B]DEX [/B]16 (+3), [B]CON [/B]14 (+2), [B]INT [/B]12 (+1), [B]WIS [/B]14 (+2), [B]CHA [/B]11 (+0) [B]Skills[/B]: Athletics +5, Gather Information +3, Intimidation +3, Perception +5, Stealth +6 [B]Proficiencies[/B]: Advanced Melee Weapons, Simple Weapons, Pistol, Rifles, Light & Medium Armor, Tools (Navcomputer +4), Vehicle (Starship +6) [B]Feats[/B]: Action Surge (take an extra Action), Burst Fire (taking an -5 to attack vs. a single target deal +2d weapon damage. Must have autofire trait and uses 5 rounds of ammo), Double Attack (take two attacks instead of one with attack action), Improved Defense (+1 to all Defense scores), Pistoleer (not at disadvantage when using a pistol in melee, can use bonus action to make one additional pistol shot a round), Shake it Off (make recover from Reeling check at start of turn), Weapon Focus (blaster rifle) [B]Talents[/B]: Evasion (no damage form area effect attacks that miss you, ½ with a hit), Hunter’s Mark (If you aim before making a ranged attack you can spend a Force Point to ‘mark’ the target. For the remained of that combat, if your attacks hits the target and does at least 1 pt. of damage, it acquires the [I]Reeling [/I]condition), Weapon Specialization (blaster rifle) [B]Senses[/B]: passive perception 17 (low-light with goggles) [B]Languages[/B]: Basic, Dosh ACTIONS [B][I]Blaster Carbine [/I][/B](50 power cell): [I]Ranged Weapon Attack[/I]: +7 to hit; [I]Hit[/I]: 3d8+8 energy damage. Or Autofire, [I]Ranged Weapon Attack[/I]: +1 (+4 if he braces) to hit; [I]Hit[/I]: 3d8+5 energy damage in 4x4 meter area. Range 60/600. [B][I]Blaster Pistol [/I][/B](50 power cell): [I]Ranged Weapon Attack[/I]: +6 to hit; [I]Hit[/I]: 3d6+6 energy damage. Range 40/160 [B][I]Vibroblade[/I][/B]: [I]Melee weapon attack[/I]: +6 to hit; [I]Hit[/I]: 2d6+5 slashing damage. [B]Additional Gear[/B]: Scout Armor, Bandolier (4 extra power cells for rifle, 4 extra power cells for pistol, 4 extra power cells for vibroblade), Binder cuffs (2 sets), Datapad, Goggles Package (low-light vision, +2 to Perception checks, hands-free short-range comlink), Medpac (2), Utility belt [B]Sith Mark III Light Battle Droid[/B], [I]Medium[/I] [I]size droid, 4[SUP]th[/SUP] degree scout 5 [/I][ATTACH=CONFIG]80536._xfImport[/ATTACH] [B]Force [/B]Points: 2, Dark[B] Side Points[/B]: 4 [B]Fortitude[/B]: 15, [B]Reflex[/B]: 18, [B]Will[/B]: 15 (Recover from [I]Reeling [/I]+3) [B]Hit Points[/B]: 44 (24+4d8; Second Wind 1d8+5), [B]Damage Threshold[/B]: 15 [B]Speed[/B]: 16 meters [B]STR [/B]12 (+1), [B]DEX [/B]16 (+3), [B]CON [/B]n/a, [B]INT [/B]12 (+1), [B]WIS [/B]14 (+2), [B]CHA [/B]10 (+0) [B]Skills[/B]: Acrobatics +6, Athletics +4, Initiative +6, Perception +5, Stealth +6 [B]Proficiencies[/B]: Advanced Melee Weapons, Simple Weapons, Pistol, Rifles, Light Armor, Martial Weapons, Tools (Mechanics +4) [B]Feats[/B]: Action Surge (gain full extra actions), Careful Shot (when you take the ‘Aim’ maneuver, add +2 to hit and damage with ranged attack), Point Blank Shot (+1 to hit and damage with range attack), Shake it Off (recover from reeling at start of turn), Weapon Proficiency (Advanced Melee Weapons) [B]Talents[/B]: Acute Senses (advantage on Perception), Hidden Movement (advantage on Stealth), Uncanny Dodge (reaction to take ½ damage from a seen attack that just hit you) [B]Systems[/B]: Combat Processor (1), Two-tool Appendages (0), Four-leg Walking Locomotion (2), Increased Locomotion Speed (1), Built In Weapons (blaster carbines, Vibroblade) (2), Reinforced Structure (1), Targeting Sensors (1; add +1 to Range Weapon Attacks) [B]Senses[/B]: Passive Perception 20 ACTIONS [B][I]Blaster Carbine [/I][/B](50 power cell): [I]Ranged Weapon Attack[/I]: +6 to hit; [I]Hit[/I]: 3d8+5 energy, Range 60/600, or [B][I]Autofire[/I][/B]: [I]Ranged Weapon Attack[/I]: +0 to hit, [I]Hit[/I]: 3d8+2 energy damage in 4x4m space, ½ miss. [B][I]Vibroblade[/I][/B]: [I]Melee Weapon Attack[/I]: +6 to hit; [I]Hit[/I]: 2d6+5 slashing. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
SWS/DnD5 Star Wars - The Old Republic "A Gathering Darkness" [Rogues Gallery]
Top