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Sith Tagteam Versus Thread
Started by: Janus Marius

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Janus Marius
Plo Koon Rulez!

Registered: Feb 2005
Location: Hiding from zombies


 

I don't see Malak killing Exar Kun...

Old Post Apr 28th, 2005 09:32 PM
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Darth_Glentract
The Truest Sith Lord

Registered: Apr 2005
Location: Korriban


 

Although I know I used to say that Exar was the best all of the time, today I must not be thinking strait because I seriously think Malak would beat Exar


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Old Post Apr 28th, 2005 09:34 PM
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Kun-ni Habeo
Restricted

Registered: Apr 2005
Location: SRBIJA!!!(burek s mesom pwns!!)

Account Restricted


 

lol
you're nuts man


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ZIVELA SRBIJA I BUREK!

Old Post Apr 28th, 2005 09:43 PM
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Janus Marius
Plo Koon Rulez!

Registered: Feb 2005
Location: Hiding from zombies


 

lol... It happens.

Old Post Apr 29th, 2005 01:56 AM
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Darth_Glentract
The Truest Sith Lord

Registered: Apr 2005
Location: Korriban


 

i will support Malak!


20 str!!!


Darth Malak: Male Human Jedi Guardian 11/Sith Lord 9: Init +2 (+2 Dex); Defense 26 (+2 Dex, +14 class); Spd 10 m; VP/WP 158/16; Atk +23/+18/+13/+8 melee (7d8 +5, lightsaber) or +24/+19/+14/+9 melee (2d6 +9, crit 19-20, ancient mastercraft Sith sword), +20/+15/+10/+5 ranged; SQ Block, DR 5, enhanced Force powers, deflect (defense +2, attack -3), exceptional minions, Jedi Knight, resource access; SV Fort +16, Ref +15, Will +14; SZ M; FP 11; DSP 30; Rep +5; Str 20, Dex 14, Con 16, Int 13, Wis 17, Cha 20. Challenge Code H.

Equipment: Lightsaber, ancient mastercraft Sith sword (attack +1, damage +4), vast resources of mysterious origin.

Skills: Balance +7, Intimidate +19, Knowledge (Sith lore) +14, Pilot +11, Read/Write Basic, Read/Write Sith*, Speak Basic, Speak Sith*.

Force Skills: Affect Mind +9, Control Mind +14, Battlemind +17, Enhance Ability +15, Fear +20, Force Defense +15, Force Grip +18, Force Lightning +24, Force Strike +11, Move Object +15, Telepathy +13.

Feats: Combat Reflexes, Exotic Weapon Proficiency (lightsaber), Exotic Weapon Proficiency (Sith sword)*, Force-Sensitive, Power Attack, Skill Emphasis (Knowledge [Sith Lore]), Weapon Group Proficiency (blaster pistols, simple weapons).

Force Feats: Alter, Burst of Speed, Control, Drain Force*, Force Mind, Force Whirlwind, Hatred*, Knight Defense, Lightsaber Defense, Malevolent, Master Defense, Mettle, Rage*, Sense, Sith Sorcery*, Sith Sword Defense*.

Special Qualities: Damage Reduction 5 -- Darth Malak ignores the first five points of any kind of damage. Whether this is due to hidden armor linked to his voice mask or the physical result of Sith alchemy is anyone's guess.

Enhanced Force Powers -- Using a mysterious power source as yet undiscovered (complete Star Wars: Knights of the Old Republic to learn more), Darth Malak possesses extraordinary dark side Force powers out of proportion, in game terms, with his class and level. He gained three additional Force feats and 24 bonus skill points exclusively for dark side skills. In any battle, the first Force point Darth Malak spends on a dark side-related roll does not subtract from his total.

Aayya Secura

Aayla Secura: Female Twi'lek Jedi Guardian 6; Init +2 (+2 Dex); Defense 17 (+5 class, +2 Dex); Spd 10 m; VP/WP 48/11; Atk +7/+2 melee (3d8, crit 19-20, lightsaber), +8/+3 ranged; SQ +1 species bonus to Fort checks, bonus language (Speak lekku), Deflect (extend defense and attack), Force training, low-light vision; SV Fort +6, Ref +7, Will +2; SZ M; FP 3; DSP 4; Rep 2; Str 10, Dex 14, Con 12, Int 13, Wis 9, Cha 15, Challenge Code D.

Equipment: Twi'lek Jedi robes, lightsaber, Delta-7 Starfighter (assigned by Jedi Council). Skills: Astrogate +2, Balance +11, Craft (lightsaber) +1, Knowledge (Jedi lore) +4, Pilot +11, Read/Write Twi'leki, Read/Write Basic, Speak Basic, Speak Lekku, Speak Kiffar, Speak Twi'leki.

Force Skills: Battlemind +5, Enhance Ability +7, Force Grip +5, Move Object +6.

Feats: Alter, Combat Reflexes, Control, Dodge, Exotic Weapon Proficiency (lightsaber), Force-Sensitive, Sense, Weapon Finesse (lightsaber), Weapon Group Proficiencies (blaster pistols, simple weapons.



Beats one of the most powerful Jedi KNIGHTS(I know she's not a master) by(relatively) far.


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Old Post Apr 29th, 2005 02:10 AM
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Darth_Glentract
The Truest Sith Lord

Registered: Apr 2005
Location: Korriban


 

whew. sanity returned. I just remembered Exar Kun fought off ten thousand Jedi.


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Old Post Apr 29th, 2005 02:16 AM
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Janus Marius
Plo Koon Rulez!

Registered: Feb 2005
Location: Hiding from zombies


 

20 Str? Well, he is a big guy. Where did you get those stats?

Old Post Apr 29th, 2005 02:51 AM
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Darth_Glentract
The Truest Sith Lord

Registered: Apr 2005
Location: Korriban


 

wizard.com


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Old Post Apr 29th, 2005 02:54 AM
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Janus Marius
Plo Koon Rulez!

Registered: Feb 2005
Location: Hiding from zombies


 

Score... I love stats.

Old Post Apr 29th, 2005 02:56 AM
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Wanderer259
Senior Member

Registered: Apr 2005
Location: United States


 

Got any others for us, Glen?

Old Post Apr 29th, 2005 03:08 AM
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Darth_Glentract
The Truest Sith Lord

Registered: Apr 2005
Location: Korriban


 

well I gues I can reach in the old magic hat.


ARC Trooper: Male Human Scout 2/Soldier 6/Elite Trooper 4; Init +6; Defense 19 (+7 class, +2 Dex); Spd 10 m; VP/WP 96/17; Atk +13/+8/+3 melee (1d3+2, punch) or +13/+8/+3 ranged (3d8, light repeating blaster rifle) or +13/+8/+3 ranged (3d6, blaster pistol); SQ DR 2 (armor), trailblazing, uncanny dodge (Dex bonus); SV Fort +13, Ref +8, Will +7; SZ M; FP 2; Rep +4; Str 14, Dex 15, Con 14, Int 10, Wis 12, Cha 9. Challenge Code E.

Equipment: Medium powered battle armor (DR 2, adds +2 equipment bonus to Listen, Search, and Spot checks), comlink, light repeating blaster rifle, blaster pistol, 6 frag grenades.

Skills: Climb +16, Computer Use +9, Demolitions +11, Intimidate +13, Knowledge (Tactics) +11, Listen +15, Survival +8, Read/Write Basic, Search +7, Speak Basic, Spot +16.

Feats: Armor Proficiencies (light, medium, heavy, powered), Dodge, Endurance, Improved Initiative, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Toughness, Weapon Focus (light repeating blaster rifle), Weapon Group Proficiencies (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibroweapons).



Craft: KE-8 Enforcer Ship
Class: Starfighter
Size (Starship Scale): Tiny (13 m tall, 4 m long)
Size (Character Scale): Gargantuan
Hyperdrive: None
Passengers: 1
Cargo Capacity: 2 tons
Consumables: None
Cost: 80,000 (new)
Maximum Speed in Space: Cruising (2 squares per action)
Atmospheric Speed: 400 km/h
Crew: 1 (Skilled +4)
Initiative: +6 (+2 size, +4 crew)
Maneuver: +2 (+2 size, +4 crew)
Defense: 15 (+2 size, +3 armor)
Shield Points: 0
Hull Points: 55 (DR 5)
Weapon: Electroshock Stun Device (Melee attack, Stun Fort DC 26). Weapon: Manipulator arms -- When hovering or moving slowly, the KE-8's powerful manipulators can act as a melee weapon with a successful Pilot check (DC 12) that may initiate a grapple (grapple check +26, Strength 30) or a single punch per round (attack +10 melee against characters or +16 melee against starships, bludgeoning damage 1d12+10).
Challenge Code: C




Home > Roleplaying Games > Star Wars: RPG

Thursday, December 11, 2003


Hazard and Rocket Troopers
Expanded Universe Characters from the Jedi Knight: Jedi Academy Videogame
By Cory Herndon


As a wise Iskalonian once observed, "the Empire has insisted on adapting their stormtroopers to every climate." In the struggle to retain some control over the galaxy they once ruled with an iron fist, Imperial leaders ordered the military to focus even more on trooper specialization. Two of the most successful were the heavily armored hazard trooper and the explosive, airborne rocket trooper.

During the New Republic era, hazard troopers are known to occupy some parts of the Tibanna mining facility on Kril'dor, while rocket troopers have been spotted on Vjun. Due to the added expense of their equipment and training, Imperial leaders usually station these troopers only at their most important bases and space stations.

Hazard Trooper
Hazard Trooper: Male Human Thug 14; Init +0; Defense 15 (+5 class); Spd 6 m; VP/WP -/17; Atk +18/+13/+8 melee (2d6+4, vibroblade) or +15/+10/+5 ranged (4d8, crit 19-20, heavy repeating blaster) or +14/+9/+4 ranged (3d6, blaster pistol); SQ +2 equipment bonus on Listen and Spot checks, DR 8 (armor), immune to acid, cold, and heat damage; SV Fort +11, Ref +4, Will +4; SZ M; FP 0; DSP 0; Rep +3; Str 18, Dex 10, Con 14, Int 10, Wis 11, Cha 12. Challenge Code E.

Equipment: Comlink, hazard trooper armor, heavy repeating blaster rifle.

Skills: Computer Use +2, Demolitions +2, Intimidate +18, Knowledge (Tactics) +10, Listen +6, Read/Write Basic, Speak Basic, Spot +6.

Feats: Armor Proficiency (light, medium, powered), Heroic Surge, Toughness, Weapon Focus (heavy repeating blaster), Weapon Group Proficiency (blaster pistols, blaster rifles, heavy weapons).

Special Qualities: Hazard trooper armor grants the wearer all the standard stormtrooper skill bonuses (+2 equipment bonus on Listen and Spot checks) and complete immunity to acid damage and all temperature extremes (hazard troopers can even walk through molten lava unharmed). Any saving throw associated with acid, heat, or cold automatically succeeds. The armor also serves as a functioning space suit that can keep the wearer alive in a vacuum (or underwater) for up to three days.

Hazard trooper armor is a stormtrooper armor variant and has the following statistics:

Damage Maximum Armor Check Speed Speed
Cost Reduction Dex Bonus Penalty (10 m) (6 m) Weight
20,000 8 +0 -8 6 2 50 kg


Rocket Trooper: Male Human Thug 14; Init +0; Defense 15 (+5 class); Spd 8 m or fly (poor) 6 m; VP/WP -/16; Atk +16/+11/+6 melee (1d6+2, combat knife) or +18/+13/+8 ranged (4d8 +1, Merr-Sonn missile system [see weapon description]) or +17/+12/+7 ranged (3d6, blaster pistol); SQ +2 equipment bonus on Listen and Spot checks, DR 5 (armor); SV Fort +10, Ref +7, Will +4; SZ M; FP 0; DSP 0; Rep +3; Str 14, Dex 16, Con 13, Int 10, Wis 11, Cha 10. Challenge Code E.

Equipment: Comlink, rocket trooper armor, Merr-Sonn missile system (rocket launcher).

Skills: Computer Use +1, Demolitions +6, Intimidate +17, Knowledge (Tactics) +12, Listen +4, Read/Write Basic, Speak Basic, Spot +4.

Feats: Armor Proficiency (light, medium, powered), Improved Initiative, Toughness, Weapon Focus (Merr-Sonn missile system), Weapon Group Proficiency (blaster pistols, blaster rifles, heavy weapons).

Special Qualities: Rocket trooper armor grants the wearer all the standard stormtrooper skill bonuses (+2 equipment bonus on Listen and Spot checks) and comes equipped with a simple rocket pack that allows brief periods of flight (the pack's fuel lasts for 20 rounds, whether fired continually or in short bursts).

Rocket trooper armor is a stormtrooper armor variant and has the following statistics:

Damage Maximum Armor Check Speed Speed
Cost Reduction Dex Bonus Penalty (10 m) (6 m) Weight
20,000 5 +1 -4 8 4 40 kg

Merr-Sonn Missile System
Rocket troopers carry a simplified version of the standard Merr-Sonn rocket launcher that has no homing or heat-tracking capabilities. Each missile does grenadelike damage on a successful hit. Each ammo pack for the M-SMS holds three shots and costs 1,000 credits.

Cost Damage Crit Increment Weight Fort. DC Type Size Group
10,000 4d8+1 20 60 m (4 m) 35 kg - Energy/Slashing Large Heavy


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Old Post Apr 29th, 2005 03:14 AM
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Darth_Glentract
The Truest Sith Lord

Registered: Apr 2005
Location: Korriban


 

It's a big hat


T'ra Saa: Female Neti Jedi Consular 13/Jedi Master 4; Init +1 (+1 Dex); Defense 22 (+11 class, +1 Dex); Spd 10 m; VP/WP 158/16; Atk +16/+11/+6 melee (5d8 +3, crit 18-20, lightsaber), +14/+9/+10/+1 ranged; SQ Camouflage, deflect (defense +2, attack -3), Force secrets (+1 Heal Another/Self, +1 Battlemind/Force Defense), healing, Jedi Knight, metamorph, photosynthesis; SV Fort +14, Ref +9, Will +16; SZ M; FP 11; DSP 0; Rep +6; Str 17, Dex 12, Con 19, Int 16, Wis 21, Cha 14. Challenge Code H.

Equipment: Lightsaber, Jedi robes.

Skills: Hide +6, Knowledge (Jedi lore) +20, Read/Write Basic, Read/Write Neti, Sense Motive +20, Speak Basic, Speak Neti.

Force Skills: Battlemind +19, Empathy +23, Enhance Ability +19, Enhance Senses +22, Farseeing +14, Force Defense +19, Friendship +8, Heal Another +25, Heal Self +13, See Force +24, Telepathy +15.

Feats: Exotic Weapon Proficiency (lightsaber), Force-Sensitive, Heroic Surge, Improved Critical (lightsaber), Sharp-Eyed, Skill Emphasis (Hide), Weapon Group Proficiencies (blaster pistols, simple weapons).

Force Feats: Alter, Attuned, Aware, Compassion, Control, Force Mind, Knight Mind, Sense.

Special Qualities: Metamorph -- A Neti has the innate ability to alter its shape and size at will. A Neti can vary its size anywhere from Medium-size to Large to Huge. A Neti can also alter its form to be roughly humanoid, squat and quadrupedal, or solid and treelike. Changing size and shape is a full-round action, and alters some scores like Hide, Defense, and Attack. (Refer to the Star Wars Roleplaying Game revised core rulebook for details on size modifiers.) Even in quadrupedal or treelike form, a Neti has manipulative tendrils to operate tools and make attacks. A Neti in quadrupedal form is more difficult to trip or move with a bantha rush (receiving a +4 stability bonus on rolls to resist these effects), but it cannot run or charge. A Neti in its stationary tree form is extremely resistant to these attacks (+12 stability bonus on all rolls to oppose bantha rushes and trips), but it is immobile. The extra wound points a Neti gains for being Huge disappear if it assumes a smaller form. A Neti that takes 12 or more points of wound damage in Huge form cannot reduce its size until healed.

Photosynthesis -- As plants, Neti have no need for food. They have a greatly reduced need for water, as long as they have regular access to broad-spectrum light. A Neti needs only one-tenth the water of most races, but if deprived of sunlight, it starves, much as other races do when lacking food. A Neti with the Control feat that enters a Force trance can survive almost indefinitely in an area with natural sunlight and rain.

Camouflage -- In its treelike form, a Neti gains a +8 circumstance bonus on Hide checks when concealed among trees and similar foliage.






Tru Veld: Male Teevan Jedi Guardian 3; Init +3 (Dex); Defense 17 (+4 class, +3 Dex); Spd 10 m; VP/WP 21/10; Atk +6 melee (2d8+1, lightsaber) or +6 ranged; SQ deflect (attack –4), deflect (defense +1), Teevan species traits; SV Fort +12, Ref +11, Will +4; SZ M; FP 7; DSP 0; Rep +8; Str 12, Dex 17, Con 10, Int 13, Wis 9, Cha 12. Challenge Code B.

Equipment: Lightsaber, tool kit.

Skills: Computer Use +9, Craft (electronic devices) +7, Escape Artist +7, Knowledge (Jedi lore) +7, Read/Write Basic, Read/Write Teevo, Repair +11, Sleight of Hand +7, Speak Basic, Speak Teevo.

Force Skills: Move Object +7.

Feats: Dodge, Exotic Weapon Proficiency (lightsaber), Force-Sensitive, Gearhead, Weapon Finesse (lightsaber), Weapon Group Proficiencies (blaster pistols, simple weapons).

Force Feats: Alter, Control.

Special Qualities: Teevan -- Though outwardly quite similar to Humans, Teevans have greater Dexterity and the ability to work in and out of tight spaces by means of an almost elastic skeletal structure. Teevans receive a +2 bonus to Dexterity, –2 to Strength, and a +4 species bonus to Escape Artist and Sleight of Hand checks. Teevans may always take 10 on Escape Artist or Sleight of Hand checks.




Vilmarh Grahrk: Male Devaronian, Scoundrel 2/Soldier 2; Init +1 (+1 Dex); Def 17 (+6 armor, +1 Dex); Spd 10m; VP/WP 30/14; Atk +5 melee (dmg 1d3+2, punch), +4 ranged (dmg 3d8, heavy blaster pistol); SQ Illicit barter, better lucky than good; SV Fort +5, Ref +4, Will +0; SZ M; FP 1; DSP 6; Rep 4; Str 14, Dex 13, Con 14, Int 13, Wis 11, Cha 11. Challenge Code B.
Equipment: Heavy blaster pistol, armored flight suit.
Skills: Appraise +5, Astrogate +4, Bluff +5, Computer Use +4, Diplomacy +2, Gather Information +5, Hide +3, Intimidate +2, Jump +5, Knowledge (streetwise) +6, Move Silently +3, Pilot +8, Profession (smuggler) +5, Read/Write Basic, Read/Write Devaronese, Repair +3, Speak Basic, Speak Devaronese.
Feats: Armor Proficiencies (light, medium), Dodge, Point Blank Shot, Starship Operation (transports), Weapon Group Proficiencies (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons).




Kyle Katarn: Male Human Scoundrel 5/Soldier 6/Jedi Guardian 1; Init +3 (Dex); Defense 22 (+9 class, +3 Dex); Spd 10 m; VP/WP 107/18; Atk +12/+7 melee (1d6+2, unarmed) or +12/+7 melee (2d4+2, vibrodagger) or +13/+8 ranged (3d8, heavy blaster); SQ Illicit barter, lucky, precise attack +2, deflect (defense +1); SV Fort +12, Ref +11, Will +4; SZ M; FP 7; DSP 0; Rep +8; Str 15, Dex 17, Con 18, Int 12, Wis 11, Cha 13. Challenge Code D.

Equipment: Heavy blaster, blaster rifle, thermal detonator, vibrodagger, combat jumpsuit (DR 3), space transport (Raven's Claw).

Skills: Astrogate +6, Balance +3, Bluff +9, Computer Use +4, Demolitions +7, Diplomacy +3, Disable Device +11, Disguise +3, Gather Information +5, Hide +11, Intimidate +6, Jump +4, Knowledge (streetwise) +4, Knowledge (Jedi lore) +4, Knowledge (tactics) +5, Listen +8, Move Silently +14, Pilot +9, Read/Write Basic, Repair +7, Search +5, Speak Basic, Speak Huttese, Spot +8, Treat Injury +5, Tumble +8.

Force Skills: Battlemind +8, Enhance Ability +11.

Feats: Ambidexterity, Armor Proficiency (light), Dodge, Exotic Weapon Proficiency (lightsaber), Force-Sensitive, Improved Two-Weapon Fighting, Martial Arts, Mobility, Skill Emphasis (Move Silently), Spacer, Spring Attack, Starship Operation (space transport), Two-Weapon Fighting, Weapon Group Proficiencies (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons).

Force Feats: Control.




Komari Vosa: Female Human Jedi Guardian 3/Dark Side Devotee 2/Scoundrel 2/Noble 1/Crime Lord 5; Init +2 (+2 Dex); Defense 18 (+6 class, +2 Dex); Spd 10 m; VP/WP 63/12; Atk +9/+4 melee (3d8, crit 19-20, lightsaber) or +5/+0/-4, (3d8, crit 19-20, two lightsabers), +9/+4 ranged (3d4, holdout blaster); SQ Bonus class skill (Gather Information), contacts (x2), Dark Side talisman +2, deflect (defense -1, attack -4), favor +1, Force training, illicit barter, inspire fear -2, lucky (1/day), minions, resource access; SV Fort +7, Ref +13, Will +11; SZ M; FP 2; DSP 16; Rep +9; Str 10, Dex 15, Con 12, Int 16, Wis 15, Cha 18, Challenge Code E.

Equipment: Force talisman, holdout blaster, lightsabers, personal space transport.

Skills: Balance +5, Bluff +22, Craft (lightsaber) +7, Diplomacy +18, Gather Information +22, Intimidate +16, Knowledge (business) +6, Knowledge (medicine) +6, Knowledge (Sith lore) +11, Profession (smuggler) +6, Read/Write Basic, Read/Write Sith*, Sense Motive +18, Speak Basic, Speak Huttese, Speak Kaminoan, Speak Sith*.

Force Skills: Control Mind* +20, Force Grip +5, Move Object +6.

Feats: Alter, Ambidexterity, Control, Exotic Weapon Proficiency (lightsaber), Force Mind, Force-Sensitive, Infamy, Sense, Skill Emphasis (Control Mind), Skill Emphasis (Knowledge [Sith Lore]), Two-Weapon Fighting, Weapon Finesse (lightsaber), Weapon Group Proficiencies (blaster pistols, simple weapons).




Vergere: Female Fosh Jedi Consular 8/Jedi Investigator 5/Jedi Master 6; Init +2 (+2 Dex); Defense 25 (+13 class, +2 Dex); Spd 10 m; VP/WP 89/10; Atk +17/+12/+6 melee (5d8-1, crit 19-20, lightsaber), +17/+12/+6 ranged; SQ Contacts (2 Yuuzhan Vong, names unknown), deflect (defense +3), deflect (attack -3), deflect (extend defense and attack), favor +2, Force secrets (Heal Another +1, Heal Self +2), healing, Jedi Knight, profile, target bonus +3; SV Fort +13, Ref +12, Will +18; SZ M; FP 5; DSP 9; Rep 8; Str 9, Dex 15, Con 10, Int 19, Wis 20, Cha 14, Challenge Code G.

Equipment: Lightsaber, robes.

Skills: Bluff +18, Craft (lightsaber) +12, Diplomacy +16, Gather Information +18, Listen +13, Intimidate +12, Knowledge (Jedi lore) +10, Knowledge (medicine) +10, Knowledge (Yuuzhan Vong) +27, Pilot +8, Read/Write Basic, Read/Write Yuuzhan Vong, Search +11, Sense Motive +15, Spot +22, Speak Basic, Speak Fosh, Speak Huttese, Speak Rodian, Speak Shyriiwook, Speak Sith, Speak Yuuzhan Vong.

Force Skills: Enhance Senses +10, Farseeing +10, Force Defense +18, Heal Another +10, Heal Self +10, See Force +23, Telepathy +13.

Feats: Alertness, Alter, Attuned, Art of the Small, Aware, Control, Exotic Weapon Proficiency (lightsaber), Force-Sensitive, Force Mastery, Low Profile, Mind Trick, Persuasive, Sense, Trustworthy, Weapon Finesse (lightsaber), Weapon Group Proficiencies (blaster pistols, simple weapons).


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Old Post Apr 29th, 2005 03:18 AM
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Janus Marius
Plo Koon Rulez!

Registered: Feb 2005
Location: Hiding from zombies


 

Darth Janus: Male Human Jedi Guardian 14/Sith Lord 6: Init +4 (+4 Dex); Defense 26 (+2 Dex, +14 class); Spd 15 m; VP/WP 158/16; Atk +23/+18/+13/+8 melee (7d8 +5, lightsaber) or +24/+19/+14/+9 melee (2d6 +9, crit 19-20, ancient mastercraft Sith sword), +20/+15/+10/+5 ranged; SQ Block, DR 5, enhanced Force powers, deflect (defense +2, attack -3), exceptional minions, Jedi Knight, resource access; SV Fort +16, Ref +15, Will +14; SZ Big Enough; FP 11; DSP 30; Rep +5; Str 12, Dex 18, Con 12, Int 12, Wis 18, Cha 20. Challenge Code Fekkin' Strong.

Equipment: Lightsaber, ancient mastercraft Sith sword (attack +1, damage +4), vast resources of mysterious origin, 2004 Ion w/ full tank.

Skills: Balance +7, Intimidate +19, Knowledge (Sith lore) +14, Pilot +11, Read/Write Basic, Read/Write Sith*, Speak Basic, Speak Sith*, Single Finger Gestures*.

Force Skills: Affect Mind +14, Control Mind +14, Battlemind +18, Enhance Ability +15, Fear +20, Force Defense +15, Force Grip +18, Force Lightning +24, Force Strike +11, Move Object +15, Telepathy +16, Pwn Jedi +100, Impress Chicks -13.

Feats: Combat Reflexes, Exotic Weapon Proficiency (lightsaber), Exotic Weapon Proficiency (Sith sword)*, Force-Sensitive, Power Attack, Skill Emphasis (Knowledge [Sith Lore]), Weapon Group Proficiency (blaster pistols, simple weapons), Unique Feat: Ad Hominem (Lowers target's morale).

Force Feats: Alter, Burst of Speed, Control, Drain Force*, Force Mind, Force Whirlwind, Hatred*, Knight Defense, Lightsaber Defense, Malevolent, Master Defense, Mettle, Rage*, Sense, Sith Sorcery*, Sith Sword Defense*, Blow Shit Up*.

Special Qualities: Likes kittens and long walks on the beach. Digs chicks who can pick him up.
Enhanced Force Powers -- Is fekkin' badass. Makes Darth Sidious look like Darth Fogey. Uses Vader's helmet for a chamberpot. Exar Kun isn't fit to blow him he's so badass.

Old Post Apr 29th, 2005 03:20 AM
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Darth_Glentract
The Truest Sith Lord

Registered: Apr 2005
Location: Korriban


 

Hutts!




Zorba (circa Episode VI): Male Hutt Noble 4/Scoundrel 4: Init -3 (-1 size, -2 Dex); Defense 12 (+5 class, -1 size, -2 Dex); Spd 2 m; VP/WP 27/10; Atk +5/+0 melee (1d3, unarmed strike) or +5/+0 melee (1d6, knife) or +3/-2 ranged (3d4, holdout blaster); SQ +6 bonus on Will saves against mind-affecting Force powers, bonus class skill (Gamble), can't be knocked prone, favor +2, coordinate +1, illicit barter, inspire confidence, lucky (1/day), precise attack +1; SV Fort +2, Ref +4, Will +11; SZ L; Face/Reach 2m by 4m/2m; FP 0; DSP 24; Rep +8; Str 11, Dex 6, Con 10, Int 16, Wis 18, Cha 15. Challenge Code C.

Equipment: Ancient star yacht (Zorba Express), business holdings, henchbeings, holdout blaster, "Jabba's secret will," personal wealth, repulsorsled, vibroblade.

Skills: Appraise +14, Bluff +13, Computer Use +7, Diplomacy +9, Forgery +17, Gamble +13, Intimidate +7, Knowledge (streetwise) +6, Knowledge (Nal Hutta) +10, Knowledge (Kip) +10, Knowledge (sabacc) +14, Read/Write Basic, Read/Write Huttese, Speak Basic, Speak Huttese.

Feats: Infamy, Influence, Iron Will, Skill Emphasis (Forgery), Toughness, Weapon Group Proficiency (blaster pistols, simple weapons).





Gorga (circa Episode IV): Male Hutt Noble 6/Scoundrel 1/Crime Lord 2: Init -2 (-1 size, -1 Dex); Defense 14 (+6 class, -1 size, -1 Dex); Spd 2 m; VP/WP 113/17; Atk +7 melee (1d3+3, unarmed strike) or +3 ranged (3d6, blaster pistol); SQ +6 bonus on Will saves against mind-affecting Force powers, bonus class skill (Bluff), can't be knocked prone, favor +2, contact (Boba Fett), coordinate +1, illicit barter, inspire confidence, resource access; SV Fort +5, Ref +6, Will +8; SZ L; Face/Reach 2m by 4m/2m; FP 3; DSP 10; Rep +9; Str 16, Dex 9, Con 17, Int 12, Wis 10, Cha 13. Challenge Code D.

Equipment: Blaster pistol, business holdings, personal guards, palatial secret apartment in Kip, personal wealth, repulsorsled.

Skills: Appraise +16, Bluff +15, Computer Use +5, Diplomacy +13, Forgery +7, Intimidate +12, Gather Information +14, Knowledge (Nal Hutta) +11, Profession (legitimate businessman) +10, Read/Write Basic, Read/Write Huttese, Sense Motive +6, Speak Basic, Speak Huttese.

Feats: Infamy, Persuasive, Skill Emphasis (Gather Information), Skill Emphasis (Appraise), Skill Emphasis (Profession [legitimate businessman]), Trustworthy, Weapon Group Proficiency (blaster pistols, simple weapons).





Soergg (circa Episode II): Male Hutt Noble 3/Scoundrel 5/Crime Lord 4: Init +5 (-1 size, +2 Dex, +4 Improved Initiative); Defense 18 (+2 Dex, +7 class, -1 size); Spd 2 m; VP/WP 45/13; Atk +5/+0 melee (1d3-1, unarmed strike) or+10/+5 ranged (3d8+1, mastercraft heavy blaster pistol); SQ +6 bonus on Will saves against mind-affecting Force powers, bonus class skill (Gather Information), can't be knocked prone, contact (Shu Mai), contact (unknown Ansion government official), favor +4, illicit barter, inspire confidence, inspire fear -2, lucky (1/day), precise attack +1, resource access; SV Fort +4, Ref +12, Will +9; SZ L; Face/Reach 2m by 4m/2m; FP 2; DSP 15; Rep +10; Str 8, Dex 14, Con 13, Int 15, Wis 12, Cha 19. Challenge Code E.

Equipment: Antique blaster collection, business and organized crime holdings, fleet of antique luxury speeders, henchbeings, mastercraft heavy blaster pistol (+1 to attack and damage), expensive star yacht, repulsorsled.

Skills: Appraise +13, Bluff +21, Diplomacy +24, Forgery +12, Gather Information +17, Intimidate +17, Knowledge (streetwise) +10, Knowledge (Nal Hutta) +4, Knowledge (Ansion) +13, Profession (Businessman) +19, Read/Write Basic, Read/Write Huttese, Sense Motive +9, Speak Basic, Speak Huttese, Spot +8.

Feats: Infamy, Improved Initiative, Influence, Lightning Reflexes, Persuasive, Skill Emphasis (Diplomacy), Skill Emphasis (Profession [Businessman]), Trustworthy, Weapon Group Proficiency (blaster pistols, simple weapons).





Gargonn (circa Episode II): Male Hutt Scoundrel 3/Scout 4/Noble 1/Big-Game Hunter* 2/Crime Lord 3: Init +3 (-1 size, +4 Improved Initiative); Defense 17 (+8 class, -1 size); Spd 4 m; VP/WP 77/18; Atk +8/+3 melee (1d6+3, crit 19-20, mastercraft hunting knife) or +9/+4 ranged (3d6, mastercraft blaster pistol) or +9/+4 ranged (3d8, crit 18-20, mastercraft blaster rifle); SQ +6 bonus on Will saves against mind-affecting Force powers, bonus class skill (Bluff), can't be knocked prone, expert stalker (large predators), favor +1, contact (Poggle the Lesser), heart +1, illicit barter, inspire fear -2, lucky (1/day), precise attack +1, trailblazing, resource access, uncanny dodge (Dex bonus to Defense); SV Fort +9, Ref +11, Will +12; SZ L; Face/Reach 2m by 4m/2m; FP 1; DSP 22; Rep +8; Str 12, Dex 10, Con 15, Int 14, Wis 18, Cha 13. Challenge Code F.

Equipment: Augmented repulsorsled (speed 4 m), criminal wealth, mastercraft blaster pistol (+2 attack), mastercraft blaster rifle (+2 attack), mastercraft hunting knife (+2 damage), various exotic animals.

Skills: Appraise +11, Bluff +14, Diplomacy +9, Gather Information +9, Hide +6, Intimidate +14, Knowledge (Nar Shaddaa) +10, Knowledge (streetwise) +11, Knowledge (wilderness lore) +10, Listen +16, Move Silently +6, Read/Write Basic, Read/Write Huttese, Search +4, Speak Basic, Speak Huttese, Sense Motive +12, Spot +19, Survival +20.

Feats: Alertness, Improved Critical (blaster rifle), Improved Initiative, Infamy, Sharp-Eyed, Skill Emphasis (Survival), Track, Toughness, Weapon Group Proficiency (blaster pistols, blaster rifles, simple weapons).

Special Qualities: Expert Stalker -- At second level, the big-game hunter chooses a creature of a certain type (small scavengers, for example). He becomes so adept at hunting that beast that he receives a +2 competence bonus on Survival checks when tracking creatures of that specified size and type, and a +2 competence bonus on Hide, Listen, Move Silently, and Spot checks made against such creatures.





Malta (circa Episode IV): Male Hutt Diplomat 5/Crime Lord 4: Init -5 (-4 Dex, -1 size); Defense 8 (-4 Dex, +3 class, -1 size); Spd 2 m; VP/WP 30/22; Atk +3 melee (1d4-1, mastercraft knife) or +0 ranged (3d4+1, mastercraft holdout blaster); SQ +6 bonus on Will saves against mind-affecting Force powers, can't be knocked prone, contact (Dengar), contact (IG-88), inspire fear -2, resource access; SV Fort +6, Ref -1, Will +8; SZ L; Face/Reach 2m by 4m/2m; FP 0; DSP 17; Rep +9; Str 8, Dex 3, Con 19, Int 14, Wis 11, Cha 12. Challenge Code C.

Equipment: Business and organized crime holdings, heavy-duty repulsorsled (spd 2 m, required for nonvehicular movement), luxury speeder (used), mastercraft knife (damage +1), mastercraft holdout blaster (attack +1), personal space transport (Malta's Falcon).

Skills: Appraise +11, Bluff +18, Diplomacy +12, Forgery +14, Gamble +7, Gather Information +10, Intimidate +11, Knowledge (Nal Hutta) +7, Profession (Businessman) +4, Read/Write Basic, Read/Write Huttese, Sense Motive +6, Speak Basic, Speak Dosh, Speak Huttese, Speak Ryl.

Feats: Infamy, Influence, Persuasive, Skill Emphasis (Bluff), Skill Emphasis (Diplomacy), Toughness, Weapon Group Proficiency (blaster pistols, simple weapons).


__________________
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Old Post Apr 29th, 2005 03:23 AM
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Darth_Glentract
The Truest Sith Lord

Registered: Apr 2005
Location: Korriban


 

more hutts



Quaffug (circa Episode VI): Male Hutt Diplomat 5/Crime Lord 10; Init -1 (-1 size); Defense 15 (+6 class, -1 size); Spd 2 m; VP/WP 45/12; Atk +6/+1 melee (2d4+2, mastercraft vibrodagger) or+7/+2 ranged (3d6+1, mastercraft blaster pistol); SQ +6 bonus on Will saves against mind-affecting Force powers, can't be knocked prone, contact (Bossk), contact (Dengar), contact (4-LOM), contact (Guchluk), exceptional minions, inspire fear -6, resource access; SV Fort +5, Ref +6, Will +13; SZ L; Face/Reach 2m by 4m/2m; FP 3; DSP 20; Rep +13; Str 10, Dex 10, Con 12, Int 13, Wis 14, Cha 20. Challenge Code E.

Equipment: Business and organized crime holdings, mastercraft blaster pistol (attack +1, damage +1), mastercraft vibrodagger (damage +2), palatial estate (Blimph system), personal luxury speeder, personal yacht (Lorda Doma Toma).

Skills: Appraise +11, Bluff +19, Diplomacy +15, Forgery +7, Gamble +20, Gather Information +15, Intimidate +18, Knowledge (Blimph) +15, Knowledge (Nar Shaddaa) +5, Knowledge (streetwise) +5, Profession (Overboss) +17, Read/Write Basic, Read/Write Huttese, Speak Basic, Speak Huttese, Speak Ryl, Sense Motive +10.

Feats: Infamy, Influence, Skill Emphasis (Bluff), Skill Emphasis (Gamble), Skill Emphasis (Intimidate), Skill Emphasis (Profession [Overboss]), Trustworthy, Weapon Group Proficiency (blaster pistols, simple weapons).




Groodo (circa Episode I): Male Hutt Diplomat 5/Crime Lord 6: Init -4 (-3 Dex, -1 size); Defense 10 (-3 Dex, +4 class, -1 size); Spd 2 m; VP/WP 45/22; Atk +9 melee (2d4+3, Bartokk knife) or +7 melee (1d3+3, unarmed strike), +6 ranged (3d6, blaster pistol); SQ +6 bonus on Will saves against mind-affecting Force powers, can't be knocked prone, contact (Bartokk assassins), contact (unknown Trade Federation executive), inspire fear -4, minions, resource access; SV Fort +7, Ref +1, Will +10; SZ L; Face/Reach 2m by 4m/2m; FP 1; DSP 36; Rep +10; Str 17, Dex 5, Con 19, Int 12, Wis 16, Cha 22. Challenge Code D.

Equipment: Bartokk knife (attack +2), blaster pistol, luxury speeder collection, organized crime holdings, personal transport, repulsorsled.

Skills: Appraise +13, Bluff +17, Computer Use +8, Diplomacy +16, Forgery +12, Gather Information +16, Intimidate +22, Profession (smuggler) +11, Read/Write Basic, Read/Write Huttese, Sense Motive +9, Speak Basic, Speak Huttese, Speak Bartokk (understand only).

Feats: Headstrong, Infamy, Influence, Skill Emphasis (Bluff), Toughness, Trustworthy, Weapon Group Proficiency (blaster pistols, simple weapons).

Ka'Pa (post Episode VI): Male Hutt Noble 4/Scoundrel 4/Crime Lord 4: Init -3 (-2 Dex, -1 size); Defense 15 (-1 size, +6 class); Spd 2 m; VP/WP 66/15; Atk +8/+3 melee (1d3+1, unarmed strike), +5/-1 ranged; SQ +6 bonus on Will saves against mind-affecting Force powers, bonus class skill (Bluff), can't be knocked prone, contact (Kyle Katarn), contact (Mara Jade), illicit barter, lucky (1/day), precise attack +1, coordinate +1, favor +2, inspire confidence, inspire fear -2, resource access; SV Fort +5, Ref +6, Will +11; SZ L; Face/Reach 2m by 4m/2m; FP 4; DSP 16; Rep +9; Str 12, Dex 7, Con 15, Int 11, Wis 14, Cha 18. Challenge Code D.

Equipment: Bodyguards, criminal empire, unknown number of palatial retreats, personal speeder, repulsorsled, personal star yacht.

Skills: Appraise +7, Bluff +18, Diplomacy +19, Forgery +18, Gamble +8, Gather Information +20, Knowledge (streetwise) +7, Profession (businessman) +20, Read/Write Basic, Read/Write Huttese, Sense Motive +15, Speak Basic, Speak Huttese.

Feats: Infamy, Skill Emphasis (Bluff), Skill Emphasis (Diplomacy), Skill Emphasis (Forgery), Skill Emphasis (Gather Information), Skill Emphasis (Profession [businessman]), Skill Emphasis (Sense Motive), Weapon Group Proficiency (blaster pistols, simple weapons).


__________________
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Old Post Apr 29th, 2005 03:24 AM
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Wanderer259
Senior Member

Registered: Apr 2005
Location: United States


 

What are these for, anyway? A Star Wars EU RPG?

Old Post Apr 29th, 2005 05:22 AM
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Janus Marius
Plo Koon Rulez!

Registered: Feb 2005
Location: Hiding from zombies


 

Yeah. Check out my stat sheet.

Old Post Apr 29th, 2005 05:38 AM
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Wanderer259
Senior Member

Registered: Apr 2005
Location: United States


 

Now I'm tempted to start making stat sheets for characters... Man, I must be bored.

Old Post Apr 29th, 2005 05:57 AM
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Janus Marius
Plo Koon Rulez!

Registered: Feb 2005
Location: Hiding from zombies


 

lol

Old Post Apr 29th, 2005 06:39 PM
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Fishy
Senior Member

Registered: Mar 2005
Location: The Netherlands


 

So how about a new challange?


__________________


Thanks TWelling4Ever

Old Post Apr 29th, 2005 06:43 PM
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