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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: 7149317" data-attributes="member: 6801242"><p><strong>Unknown Alien Enforcers</strong>, <em>medium humanoid, Scoundrel 5/Soldier 2</em> </p><p>[ATTACH]85459[/ATTACH]</p><p></p><p><strong>Force Points</strong>: 4;<strong> Dark Side</strong>: 3</p><p><strong>Fortitude</strong>: 18, <strong>Reflex</strong>: 22, <strong>Will</strong>: 17 (scout armor ARS 15, Fort +2)</p><p><strong>Hit Points</strong>: 66 (18+4d6+2d10+14), <strong>Damage Threshold</strong>: 18</p><p><strong>Speed</strong>: 12 meters </p><p><strong>STR</strong> 13 (+1), <strong>DEX</strong> 18 (+4), <strong>CON</strong> 14 (+2), <strong>INT</strong> 12 (+1), <strong>WIS</strong> 12 (+1), <strong>CHA</strong> 15 (+2)</p><p><strong>Skills</strong>: Acrobatics +7, Computer +4, Deception +5, Initiative +7, Stealth +10 (11/12)</p><p><strong>Feats</strong>: Double Attack (attack twice with Attack action), Double Tap (-2 to attack roll, +1d extra damage if you hit), Improved Critical (crit on a 19 or 20), Improved Defense (+1 to all defense scores), Pistoleer (not at disadvantage in melee, can use a Bonus action to make extra attack), Point Blank Shot (+1 to hit and damage within normal range), Sidestep (reaction to reduce the damage of a ranged attack by 1d10+11)</p><p><strong>Proficiencies</strong>: Advanced Melee Weapons, Light Armor, Pistol, Rifles, Simple Weapons, Tools (Demolition Kit +4), Tools (Security Kit +4), Vehicle (Starships +7)</p><p><strong>Talents</strong>: Crafty Action (Bonus action can take the Dash, Disengage or Hide action on your turn); Demolitionist (Advantage to use Tools/Explosives checks to place explosive devices and explosives set by you do +2 dice of damage); Skirmisher (If you move at least 4 meters before you attack and end your move in a different space that where you started, you gain advantage on your next attack, but only one); Sneak Attack (add +1d6 damage when you attack with advantage).</p><p><strong>Senses</strong>: Low-light vision, passive perception 11</p><p><strong>Traits</strong>: Conditional Bonus Feat (if trained in Stealth, gain Skill Expertise in Stealth), Low-Light Vision, Secret Communications (short distance, 20 meters or less and must be able to see each other), Force Resistance (any use the force power against them is at Disadvantage).</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+7 energy, Range 60/600, or <strong><em>Autofire</em></strong>: <em>Ranged Weapon Attack</em>: +2 to hit, <em>Hit</em>: 3d8+2 energy damage in 4x4m space, ½ miss</p><p><strong><em>Vibroblades</em></strong>: <em>Melee Weapon Attack</em>: +7 to hit; <em>Hit</em>: 2d6+7 slashing damage.</p><p><strong><em>Thermite Detonator </em></strong>(both deployed in the <em>Outlaw Gambit</em>)</p><p><strong>Additional Gear</strong>: Utility belt, Mesh-Blending Cloaks (add +2 to all stealth rolls when the wearer is not moving. When moving adds +1 to stealth), Alien Breather Masks (advantage to resist or disadvantage when attacked by air born toxins and gases), Thermal Visors (Dark Vision 20 meters, but black and white).</p></blockquote><p></p>
[QUOTE="GreenKarl, post: 7149317, member: 6801242"] [B]Unknown Alien Enforcers[/B], [I]medium humanoid, Scoundrel 5/Soldier 2[/I] [ATTACH=CONFIG]85459._xfImport[/ATTACH] [B]Force Points[/B]: 4;[B] Dark Side[/B]: 3 [B]Fortitude[/B]: 18, [B]Reflex[/B]: 22, [B]Will[/B]: 17 (scout armor ARS 15, Fort +2) [B]Hit Points[/B]: 66 (18+4d6+2d10+14), [B]Damage Threshold[/B]: 18 [B]Speed[/B]: 12 meters [B]STR[/B] 13 (+1), [B]DEX[/B] 18 (+4), [B]CON[/B] 14 (+2), [B]INT[/B] 12 (+1), [B]WIS[/B] 12 (+1), [B]CHA[/B] 15 (+2) [B]Skills[/B]: Acrobatics +7, Computer +4, Deception +5, Initiative +7, Stealth +10 (11/12) [B]Feats[/B]: Double Attack (attack twice with Attack action), Double Tap (-2 to attack roll, +1d extra damage if you hit), Improved Critical (crit on a 19 or 20), Improved Defense (+1 to all defense scores), Pistoleer (not at disadvantage in melee, can use a Bonus action to make extra attack), Point Blank Shot (+1 to hit and damage within normal range), Sidestep (reaction to reduce the damage of a ranged attack by 1d10+11) [B]Proficiencies[/B]: Advanced Melee Weapons, Light Armor, Pistol, Rifles, Simple Weapons, Tools (Demolition Kit +4), Tools (Security Kit +4), Vehicle (Starships +7) [B]Talents[/B]: Crafty Action (Bonus action can take the Dash, Disengage or Hide action on your turn); Demolitionist (Advantage to use Tools/Explosives checks to place explosive devices and explosives set by you do +2 dice of damage); Skirmisher (If you move at least 4 meters before you attack and end your move in a different space that where you started, you gain advantage on your next attack, but only one); Sneak Attack (add +1d6 damage when you attack with advantage). [B]Senses[/B]: Low-light vision, passive perception 11 [B]Traits[/B]: Conditional Bonus Feat (if trained in Stealth, gain Skill Expertise in Stealth), Low-Light Vision, Secret Communications (short distance, 20 meters or less and must be able to see each other), Force Resistance (any use the force power against them is at Disadvantage). ACTIONS [B][I]Blaster Carbine [/I][/B](50 power cell): [I]Ranged Weapon Attack[/I]: +7 to hit; [I]Hit[/I]: 3d8+7 energy, Range 60/600, or [B][I]Autofire[/I][/B]: [I]Ranged Weapon Attack[/I]: +2 to hit, [I]Hit[/I]: 3d8+2 energy damage in 4x4m space, ½ miss [B][I]Vibroblades[/I][/B]: [I]Melee Weapon Attack[/I]: +7 to hit; [I]Hit[/I]: 2d6+7 slashing damage. [B][I]Thermite Detonator [/I][/B](both deployed in the [i]Outlaw Gambit[/i]) [B]Additional Gear[/B]: Utility belt, Mesh-Blending Cloaks (add +2 to all stealth rolls when the wearer is not moving. When moving adds +1 to stealth), Alien Breather Masks (advantage to resist or disadvantage when attacked by air born toxins and gases), Thermal Visors (Dark Vision 20 meters, but black and white). [/QUOTE]
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