[SWd20]Off on the Rim OOC(Full)

Kluurz 2nd-level Scout
Medium Humanoid (Trandoshan)
Vitality: 2d8+2 (16 vp)
Wounds: 12wp
Initiative: +1
Speed: 10m
Armor Class: 14 (+1 Dex, +1 nat. armour, +2 class), touch 13, flat-footed 13
Base Attack/Grapple: +1/+4
Attacks: +4 melee (mw +1 combat gloves) d4+6 (crit 20); +2 ranged (blaster) 3d6 (crit 20)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: 20m infravision, trailblazing
Saves: Fort +3, Ref +3, Will +2
Abilities: str 17, dex 12, con 12, int 14, wis 10, cha 10

Skills:
astrogate +4 (+2 ranks, +2 int)
climb +5 (+2 ranks, +3 str)
computer use +4 (+2 ranks, +2 int)
demolitions +4 (+2 ranks, +2 int)
hide +4 (+3 ranks, +1 dex)
jump+5 (+2 ranks, +3 str)
knowledge(wilderness lore) +5 (+3 ranks, +2 int)
listen +3 (+3 ranks)
move silently +4 (+3 ranks, +1 dex)
pilot +4 (+3 ranks, +1 dex)
repair +6 (+2 ranks, +2 int, +2 equip)
search +4 (+2 ranks, +2 int)
spot +3 (+3 ranks)
survival +5 (+5 ranks)
swim +1 (+3 ranks, +3 str, -5 gear)

Feats: weapon prof. (simple), weapon prof. (blaster pistols), weapon prof. (blaster rifles), track, martial arts
XP: 1000/3000
Weight: 104.5kg(total) = 94kg (char) + 10.5kg (gear)
Height: 1.8m
Languages: Basic, Dosh, Shyriiwook (literate in all)

Equipment: 200 credits

mw(+1) combat gloves
blaster
3 power packs
all temp cloak
comm-link (headset)
credit chip
backpack
2 sets of fatigues
1 set of normal clothes


Kluurz grew up as part of the Wookie-slave trade, taught by his father in the ways of the wilderness and hunting. Though he didn't mind spending time out in wilderness areas, herding up wookies like cattle didn't really appeal to him that much. So he talked with his father about leaving the industry and taking up professional boxing. His father was less than impressed and many arguments between the two led to a sour parting of ways, higlighted by Kluurz's releasing an entire trip's worth of slaves then helping them get as far away as possible, by hijacking the ship they were to be transported in. This put him in the bad books with a lot of people, so he (and a number of the wookie escapies) pooled what resources they had and fled to the outer rim. After a few brief farewells they split up on arrival for safety reasons, and went about making new lives. Kluurz hired himself out as a mercenary and scout, working as a particularly successful boxer on the side.
 
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HP past second level...let's go with 3/4 the Max for the dice. That is, unless you guys would prefer me rolling it.

Amazing that they make credits past 1st level difficult. ;)
Thomas Hobbes: If you play the Scoundrel/Soldier, you will start with 1,300cr. If you go straight Scoundrel, it'll be 1,400cr.
Festy_Dog: First off, I love the scout. Been a while since I've seen someone play a Trandoshan. As for your starting credits...you are at...1,600cr.
 


Is 3/4 of 10 rounded up or down? And what's the cash for a soldier 2? Small side note: average starting for a 1st level fringer or force adept is 1250, for a soldier, scoundrel, tech specialist or scout 1750, and a noble 2500. Those figures you gave are a bit low.
 

Paxus Asclepius said:
Is 3/4 of 10 rounded up or down? And what's the cash for a soldier 2? Small side note: average starting for a 1st level fringer or force adept is 1250, for a soldier, scoundrel, tech specialist or scout 1750, and a noble 2500. Those figures you gave are a bit low.
Round down.

As for starting credits...yes, its a bit low, but that's because it isn't flatly determined. And in fact, its likely to not have the same amount as another person with the same class/level ratio as you. You'll just have to trust me on this one. :) Good thing about Star Wars is you DON'T need large amounts of money.

Paxus: If you're making a Soldier 2, your starting creds would be 1,600cr.
 


Daos Tarven
Male Human Scoundrel 1/Soldier 1

Strength 12
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 12
Charisma 14

Wounds: 12
Vitality: 15 (1d6+1d10+2)
Defense: 15 (+3 class +2 dexterity)
Speed: 10 meters
Base attack bonus: +1
Reputation Bonus +3 (infamous)
Initiative: +2

Saves:
Fortitude: +3 (+2 base +1 constitution)
Reflex: +4 (+2 base +2 dexterity)
Will: +1 (+1 wisdom)

Attacks:

Unarmed +2 melee, 1d3+3
Vibrodagger +2 melee, 2d4+1
Knife +2 melee, 1d4+1
Hold-out blaster +3, 3d4
Blaster pistol +3, 3d6

Skills [modifier, (ranks)]:
Appraise +3 (2)
Bluff +8 (4)
Diplomacy +4 (2)
Disable Device +3 (2)
Forgery +3 (2)
Gather Information +6 (4)
Hide +6 (4)
Intimidate +9 (5)
Knowledge: Streetwise +4 (3)
Sleight of Hand +6 (4)
Spot +5 (4)

Feats: Persuasive, Infamy, Weapon Group Proficiencies: Blaster Pistols, Simple Weapons, Vibro weapons

Equipment: pending.

Background, appearance, and personality: pending.

Ankh-Morpork Guard: If you could check the math on the skill points, I’d appreciate it. Also, what are the rules for concealing weapons?
 


Is their any chance I could have used the craft skill before play began? :)

Oh and for the record, I'm playing a Scoundrel/Soldier who use to fly TIE fighters for the Empire; of course his military service was sort of forced upon him. :D
 
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