As the new adventure should start fairly soon now, please post in this thread so that I know that you're still here.
Chaffery Selzen: Male Human Scoundrel 5
Player: SmugglerJedi
STR 13 (+1) INT 17 (+3)
DEX 13 (+1) WIS 12 (+1)
CON 10 (+0) CHA 11 (+0)
HP: 34; DP: 5 (Secret); FP: 7
BASE ATTACK: +3
Melee: Vibrodagger +4 (2d4+2)
DEFENSE
Reflex 18
Fortitude 15
Will 17
DAMAGE THRESHOLD: 20
Reflex +2
Will +1
Attack: +3
SKILLS: Deception +7, Gather Information +7, Initiative +8, Mechanics +15, Persuasion +7, Stealth +8, Use Computer +10, Use the Force +7
FEATS: Point Blank Shot, Weapon Proficiency (pistols, simple weapons, advanced melee weapons), Quick Draw, Skill Focus (Mechanics), Improved Damage Threshold, Force Sensitivity
TALENTS: Fast Repairs, Hot Wire, Quick Fix
LANGUAGES: Basic, Bocce, High Galactic, Huttese,
POSSESSIONS: Vibrodagger, bag of clothing, credcards, datapad
Djesersekhmet
Player: Admiral Zaarin
Medium Adult Female Human Noble 5
Destiny 4; Force Points 7
Init +1; Senses Perception +11
Languages Basic, Bocce, High Galactic, Huttese, Ithorese, Seretpeti
________________________________________________
Defenses Ref 15 (flat-footed 13), Fort 14, Will 21
hp 29; Threshold 14
________________________________________________
Speed 6 squares
Melee Unarmed +2 (1d4+1) or
Melee Bothan stun baton +2 (2d4+1 stun) or
Melee Ancient ankh staff +3 (1d10+1) or
Ranged +2 (by type)
Base Atk +3
Force Powers Known (Use the Force +15): Farseeing, Kinetic Combat, Mind Trick, Negate Energy, Vital Transfer
Special Actions Illusion
________________________________________________
Abilities Str 8, Dex 9, Con 8, Int 14, Wis 18, Cha 16
Talents Illusion, Move Illusion, Wealth
Feats Exotic Weapon Proficiency (ankh staff), Force Sensitivity, Force Training, Linguist, Skill Focus (Persuasion, UtF), Weapon Proficiency (pistols, simple weapons)
Skills Deception +10, Gather Information +10, Knowledge (bureaucracy) +9, Knowledge (galactic lore) +9, Knowledge (life sciences) +9, Perception +11, Persuasion +15, Treat Injury +11, Use the Force +15
Possessions Ankh staff (treat as Rakatan mace), Bothan stun baton, encrypted holographic comlink, credit chip (60,000 credits), datapad, holorecorder, personal holoprojector, medical kit, medpac x5, FastFlesh medpac x5, surgery kit, all-temperature cloak, glow rod, rich array of wigs, clothing, and jewelry
Domanik Martel CL 5
Player: Lieutenant Paladine
--------------------------------------------------
Medium Human Scout 5
DP 5 (Discovery) FP 7
Init +10
Perception +14
Languages
Basic, Huttese, Bocce, Rodese.
--------------------------------------------------
Defenses
Ref 20
Fort 16
Will 17
Hp 44
Threshold 16
--------------------------------------------------
Speed 6
Melee Knife 1d20+6 (1d4+2)
Ranged Blaster Rifle/Knife 1d20+6 (3d8+2)
Base Atk +3
Atk Options Point Blank Shot, Far Shot
Special Actions
--------------------------------------------------
Abilities
Str 10
Dex 16 +3
Con 10
Int 16 +3
Wis 14 +2
Cha 10
(Ability increases to Int and Dex)
--------------------------------------------------
Talents
Improved Stealth, Hidden Movement, Total Concealment
-----------------------------------------------
Feats
Point Blank Shot, Far Shot, Weapon Finesse, Skill Focus (Stealth, Perception), Weapon Proficiency (pistols, rifles, simple weapons)
--------------------------------------------------
Skills
Climb +7, Endurance +7, Initiative +10, Knowledge (Physical Sciences) +10, Mechanics +10, Perception +14, Stealth +15, Survival +9, Swim +7.
--------------------------------------------------
Possessions
Blaster Rifle + Scope, Blaster pistol, 4 Knives,
Utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), Credit Chip (525 credits). [Total cost: 2200cr]
Bio:
Domanik was a happy young man from Commenor. That was ten years ago. Now he is a quiet, troubled man of some twenty-seven years of age. He left Commenor on a cheap freighter, to go to Iridonia, to hunt, but was sold as a slave to a rich Rodian. That Rodian in turn sold him to a Hutt, to repay some old debts. He was put into a gladiatorial competition, where he frantically fought for his life for eight years. He finally impressed his master enough to win his freedom, and has been travelling around the galaxy since then. He is wary of Rodians, and despises the Hutts for what they did to him.
Description:
Domanik is a tall thin man of about twenty seven years. He has black hair, sharp, haunted eyes, and a loping gait. He has a series of black glyph-like tattoos that start below his left eye, and travel to his chest. His upper arms are tattooed, as are his shoulder blades. These are the remnants of his time as a slave-gladiator for the Hutts.
He favours sniping targets from long distance, but when neccesary, he is not averse to throwing knives or cutting throats.
Isiah Ryzak CL 5
Player: Uron Teff
Medium Arkanian Offshoot soldier 3/scoundrel 2
Destiny 5 (Rescue); Force 7
Init +9; Senses Perception +8
Languages Arkanian, Basic, Binary, High Galactic
________________________________________
Defenses Ref 21 (flat-footed 19), Fort 20, Will 18
hp 52; second wind +13/26; Threshold 20
________________________________________
Speed 6 squares
Melee unarmed +6 (1d4+4)
Ranged blaster pistol +6 (3d6+2)
Base Atk +4; Grp +6
Atk Options Point Blank Shot [Core p.87]
Special Actions determination, Gearhead [KOTOR p.33]
________________________________________
Abilities Str 14, Dex 14, Con 10, Int 14, Wis 12, Cha 14
Talents Armored Defense [Core p.52], Second Skin [Core p.52], Spacehound [Core p.47]
Feats Armor Proficiency (light, medium) [Core p.82], Gearhead [KOTOR p.33], Improved Defenses [Core p.85], Point Blank Shot [Core p.87], Skill Focus (Mechanics, Use Computer) [Core p.88], Tech Specialist [SOTG p.20], Weapon Proficiency (pistols, rifles, simple weapons) [Core p.89]
Primary Skills Initiative +9, Knowledge (technology) +9, Mechanics +14, Perception +8, Use Computer +14
Secondary Skills Acrobatics +4, Climb +4, Deception +4, Endurance +2, Gather Information +4, Jump +4, Knowledge (bureaucracy) +4, Knowledge (galactic lore) +4, Knowledge (life sciences) +4, Knowledge (physical sciences) +4, Knowledge (social sciences) +4, Knowledge (tactics) +4, Persuasion +4, Pilot +4, Ride +4, Stealth +4, Survival +3, Swim +4, Treat Injury +3
Possessions licensed blaster pistol, licensed padded flight suit (+3 armor, +1 equipment) with magnetic boots, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), hip holster, standart issue engineering overall. [cost: 3105cr; weight: 10kg]
Klamath Windwalker CL 5
Player: Vjerzag
Medium Human Jedi 5
Destiny (Destruction - Darga the Hutt) 4; Force 7
Init +9; Senses Perception +10
Languages Basic, Durese
Defenses Ref 18 (flat-footed 16), Fort 18, Will 19; Deflect
hp 63; second wind +15/31; Threshold 18
Immune +5 to Fortitude Defense against extreme heat and cold effects
Speed 6 squares
Melee lightsaber +6 (2d8+3) or
Melee lightsaber +6 (2d8+4) with both hands or
Melee unarmed +6 (1d4+3)
Ranged by weapon +7
Base Atk +5; Grp +7
Special Actions Force Focus
Force Powers Known (Use The Force +14) battle strike, Force grip, Force slam, mind trick, move object, negate energy, rebuke, resist Force, sever Force, slow, surge, vital transfer
Abilities Str 12, Dex 14, Con 12, Int 12, Wis 16, Cha 14
Talents Deflect, Force Focus, Force Pilot
Feats Force Readiness, Force Sensitivity, Force Training (3), Skill Focus (Use the Force), Weapon Proficiency (lightsabers, simple)
Primary Skills Endurance +8, Initiative +9, Perception +10, Pilot +4 (may Use the Force +14 instead), Use the Force +14
Secondary Skills Acrobatics +4, Climb +3, Deception +4, Gather Information +4, Jump +3, Knowledge (bureaucracy) +3, Knowledge (galactic lore) +3, Knowledge (life sciences) +3, Knowledge (physical sciences) +3, Knowledge (social sciences) +3, Knowledge (tactics) +3, Knowledge (technology) +3, Mechanics +3, Persuasion +4, Ride +4, Stealth +4, Survival +5, Swim +3, Treat Injury +5, Use Computer +3
Possessions all-temperature cloak, credit chip, 1300 credits, flight suit (+0 armor, +1 equipment), lightsaber, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, long-range comlink, liquid cable dispenser)
Mara Ramis CL 5
Player: Mack Jace
Medium Human Scoundrel 5
Force 7, Dark Side 2;
Destiny 4 (Rescue);
Init +9; Senses Perception +9
Languages Basic, Huttese
--------------------------------------------------------------------------------------
Defenses Ref 20 (18 flat-footed), Fort 15, Will 18;
HP 34; Threshold 15
--------------------------------------------------------------------------------------
Speed 6 squares;
Melee by weapon +3
Ranged blaster pistol, hold-out +5 (3d4+2)
Base Atk +3; Grp +5
Atk Options Far Shot, Point Blank Shot, Precise Shot, Sniper Shot
Special Actions Coordinated Attack
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Abilities Str 11, Dex 15, Con 11, Int 13, Wis 14, Cha 14
Special Qualities Bonus Trained Skill, Bonus Feat
Talents Gambler (2), Hyperdriven
Feats: Far Shot, Martial Arts I, Point Blank Shot, Precise Shot, Sniper Shot, Weapon Proficiency (pistols), Weapon Proficiency (simple)
Skills Deception +9, Initiative +9, Perception +9, Persuasion +9, Pilot +9, Stealth +9
Possessions: hold-out blaster (licensed), 5 energy cells, audiorecorder, short-range encrypted comlink, concealed holster, credit chip (1610 credits), utility belt
Bookmarks