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