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Messages - Rictus

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1
Star Wars Saga Edition General / Re: Episode I Infinities
« on: February 19, 2019, 09:20:30 pm »
Actually, I think Qui-Gon would have been just as strict with Anakin about familial connections as Obi-Wan was, if not more so. His second Padawan, the one before Obi-Wan, was a man by the name of Xanatos, son of a prominent official on Telos IV. Like Anakin, he was accepted into the order late. Unlike Anakin, Xanatos didn't want to be a Jedi in the first place, but was effectively given no choice on the matter by either his father or Qui-Gon. That left a lingering resentment that tainted his entire apprenticeship to Qui-Gon.

Fast forward a decade or so and Xanatos' father, Crion, has become governor of Telos. Qui-Gon and Xanatos, as part of his trial for Knighthood, were sent to investigate accusations of corruption surrounding Crion. But Qui-Gon revealed his corruption to Telos, sparking off a civil war. During the Civil War, Crion tried to bring his son over to his side...and succeeded, causing Xanatos to fail his trial. In the ensuing chaos, Qui-Gon killed Crion, pushing his apprentice over the edge. With the fury of his father's death and his long-standing resentment of the Jedi, Xanatos defected from the Jedi and would remain a potent threat for years as a Dark Jedi, even attempting to assassinate Yoda himself.

Qui-Gon's failure with Xanatos haunted him to the point where he refused to accept a new Padawan for a time and considered himself a failure as a teacher, despite the fact that he had trained a very successful Jedi to knighthood in the form of Falon Grey before taking on Xanatos.

Anakin shares waay too many similarities with Xanatos for Qui-Gon to be entirely comfortable with once he realizes they're there. That said, I don't think he'd overlook Anakin's visions like Obi-Wan and Yoda did.

I also think he'd 1) recognize what was going on with Padme and 2) try to steer him away from that path. He did the same for Obi-Wan with his various paramours.

2
Lord Skere Kaan                                                                                                CL 20
Medium Human Noble 7/Jedi 2/Jedi Knight 3/Jedi Master 1/Sith Apprentice 2/Sith Lord 5
Force 15; Dark Side 18; Champion Destiny (Completed: +2 Cha)
Init +17; Senses Perception +19; Strong in the Force
Languages: Basic, Binary, High Galactic, 5 unassigned
Defenses Ref 35 (Flatfooted 33), Fort 33, Will 37
hp 117; Threshold 33

Speed 6 sq
Melee Unarmed +18 (1d4+10)
Melee Self-Built Lightsaber +22 (2d8+10)
Ranged Heavy Blaster Pistol +20 (3d8+10)
Base atk +18; Grp +18
Special Actions: Dodge, Serenity, Temptation

Abilites: Str 10, Dex 14, Con 10, Int 17, Wis 18, Cha 20

Special Qualities: Fearless

Force Techniques: Dominate Mind, Improved Mind Trick

Force Secrets: Corrupted Power, Devastating Power, Distant Power, Holocron Loremaster

Force Powers Known (Use the Force +25): Drain Energy, Fear, Force Lightning x3, Force Shield, Force Slam, Lightning Burst, Mind Shard x2, Move Object, Mind Trick x2, Negate Energy, Thought Bomb

Talents: Battle Meditation, Block, Bolster Ally, Dark Presence, Force Revive, Ignite Fervor, Incite Rage, Inspire Confidence, Jedi Battle Commander, Power of Hatred, Power of the Dark Side, Transfer Essence

Feats: Dodge, Force Sensitive, Force Training x3, Linguist, Mobility, Silver Tongue, Skill Focus (Persuasion), Skill Focus (Use the Force), Stand Tall, Strong in the Force, Weapon Finesse, Weapon Focus (Lightsaber), Weapon Proficiency (Lightsaber, Pistol, Simple)

Skills: Deception +20, Gather Information +20, Initiative +17, Knowledge (Bureaucracy) +18, Knowledge (Galactic Lore) +18, Knowledge (Tactics) +18, Perception +19, Persuasion +25, Pilot +17, Use the Force +25

Possessions: Self-Built Lightsaber, Heavy Blaster Pistol, Sith Robes, Comlink, Sith Holocron

3
The New Sith Wars period of the Star Wars EU is sadly underused. From what we have available, it was described as nearly 1000 years of near constant warfare that practically broke the galaxy in half. How nearly nothing has been done with this setting (outside of the Bane trilogy and a few comics) is astounding.

I figured that I'd like to start up an "archive" of characters (both canon and OC) that might have been running around during this time.

Lord Hoth                                                                              CL 20
Medium Human Soldier 7/Jedi 2/Jedi Knight 7/Officer 1/Jedi Master 3
Force 15; Dark Side 0; Champion Destiny (Completed: +2 Cha)
Init +16; Senses Perception +16
Languages: Basic, Binary
Defenses Ref 34 (Flatfooted 33), Fort 41, Will 38
hp 207; Threshold 41

Speed 6 sq
Melee Unarmed +24 (1d4+4)
Melee Self-Built Lightsaber +26 (2d8+20) [two-handed] or
Melee Self-Built Lightsaber +21 (2d8+30) [two-handed] with Power Attack 5 or
Melee Self-Built Lightsaber +26 (3d8+20) with Mighty Swings or
Melee Self-Built Lightsaber +21 (3d8+30) with Power Attack 5 and Mighty Swings or
Melee Self-Built Lightsaber +21/+21 (2d8+20) with Double Attack
Base atk +20; grp +24
Special Actions: Power Attack, Mighty Swings, Double Attack, Serenity

Abilities: Str 19, Dex 12, Con 17, Int 12, Wis 12, Cha 18

Special Qualities: Fearless

Force Techniques: Improved Force Shield, Improved Rebuke, Improved Repulse

Force Secrets: Pure Power

Force Powers Known (Use the Force +24): Battlestrike, Force Shield, Move Object, Rebuke, Repulse, Surge

Talents: Armored Defense, Battle Meditation, Block, Comrade in Arms, Draw Fire, Defensive Circle, Focused Targeting, Grand Leader, Jedi Battle Commander, Weapon Specialization (Lightsaber)

Feats: Armor Proficiency (Light, Medium), Double Attack, Force of Personality, Force Sensitive, Force Training (x3), Mighty Swings, Power Attack, Skill Focus (Use the Force), Skill Training (Persuasion), Toughness, Weapon Focus (Lightsaber), Weapon Proficiency (Lightsaber, Pistol, Rifle, Simple)

Skills: Endurance +18, Initiative +16, Knowledge (Tactics) +16, Perception +16, Persuasion +19, Use the Force +24

Possessions: Comlink, Medium Jedi Battle Armor (+5 Ref, +5 Fort, +3 Max Dex), Self-Built Lightsaber

4
Star Wars Saga Edition General / Re: Star Wars Rebels
« on: January 04, 2018, 02:08:21 pm »
Garazeb "Zeb" Orrelios (Spark of Rebellion)   CL 6
Medium Lasat Scout 1/Soldier 5
Force 8; Dark Side 2
Init +11; Perception +9
Languages: Basic, Lasat, Binary
Defenses Ref 21 (Flatfooted 18), Fort 20, Will 17
hp 66; Threshold 20

speed 6 sq
Melee Unarmed (1d4+3)
Melee Bo-Rifle (Staff) +9 (2d6+6) or
Melee Bo-Rifle (Staff) +4 (2d6+16) with Power Attack 5 or
Melee Bo-Rifle (Staff) +4/+4 (2d6+6/2d6+6) with Dual Weapon Mastery I or
Ranged Bo-Rifle (Rifle) +8 (3d8+3)
Base atk +5; Grp +8
Special Actions: Power Attack, Multi-Grab

Abilities: Str 17, Dex 17, Con 14, Int 12, Wis 12, Cha 8

Special Qualities: Spring Step, may take 10 on jump checks, may reroll acrobatics checks but must take reroll even if worse

Talents: Evasion, Harm's Way, Improved Suppression Fire, Warrior's Determination

Feats: Armor Proficiency (Light), Dual Weapon Mastery I, Multi-Grab, Never Surrender, Power Attack, Shake It Off, Weapon Focus (Simple), Weapon Proficiency (Pistol, Rifle, Simple)

Skills: Climb +11, Endurance +10, Initiative +11, Perception +9, Stealth +11, Survival +9

Possessions: Bo-Rifle, Comlink, clothes

Very nice indeed. Do you think anything might be missing or that might need to be revised in the Lasat species traits? Maybe something with perception, or land speed? I also like your choices of feats.

I think you might want to swap out the acrobatics reroll for a climb reroll. Zeb doesn't really do much in the way of acrobatics, but we do see him swinging around like an ape.

5
Star Wars Saga Edition General / Re: Star Wars Rebels
« on: January 03, 2018, 09:57:53 am »
Garazeb "Zeb" Orrelios (Spark of Rebellion)   CL 6
Medium Lasat Scout 1/Soldier 5
Force 8; Dark Side 2
Init +11; Perception +9
Languages: Basic, Lasat, Binary
Defenses Ref 21 (Flatfooted 18), Fort 20, Will 17
hp 66; Threshold 20

speed 6 sq
Melee Unarmed (1d4+3)
Melee Bo-Rifle (Staff) +9 (2d6+6) or
Melee Bo-Rifle (Staff) +4 (2d6+16) with Power Attack 5 or
Melee Bo-Rifle (Staff) +4/+4 (2d6+6/2d6+6) with Dual Weapon Mastery I or
Ranged Bo-Rifle (Rifle) +8 (3d8+3)
Base atk +5; Grp +8
Special Actions: Power Attack, Multi-Grab

Abilities: Str 17, Dex 17, Con 14, Int 12, Wis 12, Cha 8

Special Qualities: Spring Step, may take 10 on jump checks, may reroll acrobatics checks but must take reroll even if worse

Talents: Evasion, Harm's Way, Improved Suppression Fire, Warrior's Determination

Feats: Armor Proficiency (Light), Dual Weapon Mastery I, Multi-Grab, Never Surrender, Power Attack, Shake It Off, Weapon Focus (Simple), Weapon Proficiency (Pistol, Rifle, Simple)

Skills: Climb +11, Endurance +10, Initiative +11, Perception +9, Stealth +11, Survival +9

Possessions: Bo-Rifle, Comlink, clothes

6
Star Wars Saga Edition General / Re: Star Wars Rebels
« on: December 26, 2017, 06:07:02 pm »
Sabine Wren  (Spark of Rebellion)  CL 6
Spoiler (hover to show)
With what I think I know of Sabine I'd actually look for a level (or two) of Scoundrel in there which would open here for Knowledge options especially for a character who is most likely to advance DEX and INT.  If you were looking "down the road" some of the most explosive PrCs want stuff you'd find in Scoundrel.  Planning for a Saboteur (FUCG) wants Deception as a trained skill and can provide a nice boost to explosives.

With the stats I'd really look at knocking back the DEX and INT as starting with 16s is expensive granted there are the points.  In any case I don't see a reason for CON 13 and CHA 9 when taking a point off of one to put on the other doesn't hurt anything (unless I'm not seeing some requirement) while boosting overall ability modifiers.  Starting with INT 15 would mean that an INT boost at 4th-level with Scoundrel as a multiclass would enable training a skill from Scoundrel that isn't available to Soldier.

Such a move would delay acquiring Improved Armored Defense but with +5 armor the bonus is only +2.

I mostly based her off what I had seen in the show. The 9 CHA is kind of justified by her personality. She a rough and tumble rebellious type that doesn't even try to mince her words. She's blunt and sometimes shoots her mouth off when she really shouldn't. However, she's really damn smart and dexterous.

I gave her 13 Con because I was originally going to multi-class Scout to pick up Shake It Off, but then I realized that with the lv 6 cap, she wouldn't be able to pick up Dual Weapon Mastery II (reqs: Dex 16, BAB +6, Dual Weapon Mastery I). Without it, that would have her eating a -5 (instead of a -2) for each attack when dual wielding (which is kind of her shtick).

As for talents...well, she's a Mando. Armor comes first.

Overall, there were too many requirements to cover for her character to pick up some things. I would have given her Knowledge (Tech) instead of Tactics, but I didn't want to mess with backgrounds and destinies. I focused more on the warrior side with some mechanical stuff rather than making her a full saboteur. She seems to be headed more along the lines of Elite Trooper in the show anyways.

If you've seen my T3-B9 droid, I've made a terrifying demolitionist by only taking Soldier and no levels in Saboteur.

Her tenure as a bounty hunter was very vague (and short) at best. The only other class I would assume she would have is scout. Even then not sure if she should progress any further than second level. But you have to consider how old she was in the years prior to the series. Mando born and trained, graduated top of her class at imperial academy-weapons division, ran of to be a bounty hunter with her friend, then joined the ghost crew. How do you account for that in a 4 year span?

Adventuring.

Seriously, the timespans of campaigns show a ridiculous amount of growth in the people that participate in them. I played the Dawn of Defiance campaign with a Force Sensitive Wookiee scout. In game time was around a year or two. Chalwarr was a Jedi Master by the end.

7
Star Wars Saga Edition General / Re: Star Wars Rebels
« on: December 26, 2017, 03:52:44 pm »
Sabine Wren  (Spark of Rebellion)  CL 6
Spoiler (hover to show)
With what I think I know of Sabine I'd actually look for a level (or two) of Scoundrel in there which would open here for Knowledge options especially for a character who is most likely to advance DEX and INT.  If you were looking "down the road" some of the most explosive PrCs want stuff you'd find in Scoundrel.  Planning for a Saboteur (FUCG) wants Deception as a trained skill and can provide a nice boost to explosives.

With the stats I'd really look at knocking back the DEX and INT as starting with 16s is expensive granted there are the points.  In any case I don't see a reason for CON 13 and CHA 9 when taking a point off of one to put on the other doesn't hurt anything (unless I'm not seeing some requirement) while boosting overall ability modifiers.  Starting with INT 15 would mean that an INT boost at 4th-level with Scoundrel as a multiclass would enable training a skill from Scoundrel that isn't available to Soldier.

Such a move would delay acquiring Improved Armored Defense but with +5 armor the bonus is only +2.

I mostly based her off what I had seen in the show. The 9 CHA is kind of justified by her personality. She a rough and tumble rebellious type that doesn't even try to mince her words. She's blunt and sometimes shoots her mouth off when she really shouldn't. However, she's really damn smart and dexterous.

I gave her 13 Con because I was originally going to multi-class Scout to pick up Shake It Off, but then I realized that with the lv 6 cap, she wouldn't be able to pick up Dual Weapon Mastery II (reqs: Dex 16, BAB +6, Dual Weapon Mastery I). Without it, that would have her eating a -5 (instead of a -2) for each attack when dual wielding (which is kind of her shtick).

As for talents...well, she's a Mando. Armor comes first.

Overall, there were too many requirements to cover for her character to pick up some things. I would have given her Knowledge (Tech) instead of Tactics, but I didn't want to mess with backgrounds and destinies. I focused more on the warrior side with some mechanical stuff rather than making her a full saboteur. She seems to be headed more along the lines of Elite Trooper in the show anyways.

If you've seen my T3-B9 droid, I've made a terrifying demolitionist by only taking Soldier and no levels in Saboteur.

8
Star Wars Saga Edition General / Re: Star Wars Rebels
« on: December 26, 2017, 10:59:42 am »
Sabine Wren  (Spark of Rebellion)  CL 6
Medium Human Soldier 6
Force 8; Dark Side 4; Background: Technology
Init +11; Perception +7
Languages Basic, Mando'a, Binary, Huttese
Defenses Ref 22 (Flat-footed 19), Fort 21, Will 15
hp 76; Threshold 21

Speed 6 sq
Melee unarmed +7 (1d4+1) or
Ranged Heavy Blaster Pistol +11 (3d8+4) or
Ranged Heavy Blaster Pistol +9 (4d8+4) with Rapid Shot or
Ranged Heavy Blaster Pistol +9/+9 (3d8+4/3d8+4) with Dual Weapon Mastery or
Ranged Heavy Blaster Pistol +7/+7 (4d8+4/4d8+4) with Dual Weapon Mastery and Rapid Shot or
Ranged Thermal Detonator +10 (8d6+4) or
Ranged Frag Grenade +10 (4d6+4)
Base Atk +6; Grp +7
Special Actions: Rapid Shot

Abilities: Str 12, Dex 17, Con 13, Int 17, Wis 8, Cha 9

Special Qualities: None

Talents: Armored Defense, Demolitionist, Improved Armored Defense

Feats: Armor Proficiency (Light, Medium), Dual Weapon Mastery I, Dual Weapon Mastery II, Point Blank Shot, Precise Shot, Skill Focus (Mechanics), Tech Specialist, Weapon Proficiency (Rifle, Pistol, Simple)

Skills: Endurance +9, Initiative +11, Knowledge (Technology) +11, Mechanics +16, Perception +7, Pilot +11, Use Computer +11

Equipment: Light Beskar'gam (Ref +5, Fort +2, Max Dex +3), Heavy Blaster Pistol x2 (Tech Specialist +1 atk upgrade), Thermal Detonator x2, Frag Grenade x2, Explosive Charge x4, Detonite x4, Timer x8, Wrist Computer

9
Star Wars Saga Edition General / Re: Star Wars Rebels
« on: December 25, 2017, 08:56:09 pm »
The Grand Inquisitor (As of "Rise of the Old Masters")             CL 12
Medium Pa'un Jedi 7/Jedi Knight 3/Sith Apprentice 2
Force 11; Dark Side 15
Init +15; Senses Perception +13
Languages Basic, Pa'un, High Galactic, Binary, 1 unassigned
Defenses Ref 28 (Flat-footed 24), Fort 25, Will 26
hp 112; Threshold 22

Speed 6 sq
Melee Unarmed +12 (1d4+0)
Melee Self-Built Double-Bladed Lightsaber +18 (2d8+16)
Melee Self-Built Double-Bladed Lightsaber +16 (3d8+16) with Rapid Strike
Melee Self-Built Double-Bladed Lightsaber +18/+18 (2d8+16/2d8+16) with Dual-Weapon Mastery
Melee Self-Built Double-Bladed Lightsaber +16/+16 (3d8+16/3d8+16) with Dual-Weapon Mastery and Rapid Strike
Base atk +12; Grp +12
Special Actions: Lightsaber Defense (+3 to Ref as a swift action, must not be flatfooted), Rapid Strike (-2 atk, +1 Damage die with light weapons and lightsabers)

Abilities: Str 10, Dex 18, Con 12, Int 16, Wis 15, Cha 14

Special Qualities: (+1 to morale and insight bonuses)

Force Powers (Use the Force +13): Mind Trick, Move Object, Surge

Talents: Ataru, Block, Deflect, Lightsaber Defense (+1), Makashi (Increase Lightsaber Defense bonus by +2), Weapon Specialization (Lightsaber)

Feats: Conditional Racial Feat (Skill Focus [Persuasion]), Dual Weapon Mastery I, Dual Weapon Mastery II, Dual Weapon Mastery III, Force Sensitive, Force Training, Rapid Strike, Skill Training (Tactics), Weapon Finesse, Weapon Focus (Lightsaber), Weapon Proficiency (Lightsaber, Simple)

Skills: Initiative +15, Knowledge (Tactics) +14, Perception +13, Persuasion +18 (+20), Pilot +15, Use the Force +13

Equipment: Self-Built Double-Bladed Lightsaber, Comlink, Inquisitorious Uniform (+2 to Persuasion when using the intimidation action)

10
@sienn-sconn So what you're saying is that the Jedi would start kind of going back to Pre-Ruusan Reformation, where they're trying to hold a crumbling Republic together while also dealing with a Sith threat that has lost it's mastermind. Where Jedi can become Supreme Chancellors or other positions of authority.

11
My last game had a player with lots of these droids. It wasn't that big a deal. He was playing an galactic spymaster with Natural Leader Organization and everything. The spy droids meant he could spy on a lot of things but it was not hard to impose limits when it mattered. Droid detection fields, physical detection, etc. Rather than being a nuisance, it was a great way for me to slip information to the party. Made for some very fun and interesting dynamics between the party members too, as the spy PC kept tabs on party members allied with different factions outside the party. It was all great stuff and in keeping with the PC's character concept.

These droids don't "bypass" challenges unless the challenge is so one-dimensional that a softball-sized droid can overcome it. You still gotta kill the bad guys, break into the facility, persuade an NPC or whatever the challenge might be, ideally multiple challenges per encounter.

And, yes, Concealment is not invisible!

I swear, Darth Rictus had more droids under his command than we had party members. Though I'm still wondering how the very obviously corrupted Sith Lord wasn't outright murdered by all the Jedi. Especially after that attempt to corrupt a Jedi's cybernetics and lightsaber with Sith Alchemy.

As for spying on other PCs...well, it was their fault for having those conversations on my ship. Or in my general vicinity. Or letting me be aware that they were happening to begin with.

12
In the shadows of the Mandalorian Wars and the Jedi Civil War, an organization known only as the Brokerage came into existence. While their headquarters is on Nar Shaddaa, their reach supposedly extends from Coruscant to the most remote pirate havens. Headed by the Broker, they trade in goods, information, and state secrets to anyone willing to pay their prices. The identity of the Broker is a closely guarded secret of the organization, though one that was desperately sought after during both conflicts on both sides.

Tyren Alsek is the founder and backer of the Brokerage. A powerful Force Sensitive, he used both his mystical abilities and his head for business to become an extremely influential figure in the galactic underworld behind the mask of the Broker. Using his vast wealth, he collects artifacts of the Force, though he has a proclivity towards the Dark Side. While he is a Sith Lord, he has little interest in being a conqueror like Revan or Malak. Instead, he prefers to work from the shadows, nudging the galaxy with one bit of information at a time to mold into a shape he desires.

While he is an adept administrator, most of the tech work is performed by his droid, T3-B9 or "Three-Bee." The utility droid is equipped with some of the best slicing algorithms on the black market, allowing it to slice into hardened military databases. Despite its model, Three-Bee has proven an apt infiltrator and identity forger.

Additionally, Tyren employs an aging HK-24 unit as both translator and personal assassin. HK-24 is available for use in assassination missions by customers of the Brokerage.

Tyren and his organization are willing to work with anyone that can pay: Jedi, Sith, Republic, or Hutt.

Tyren Alsek/Darth Rictus                                                                                   CL 13

Medium Human Noble 5/Jedi 3/Crime Lord 1/Sith Apprentice 3/Sith Lord 1
Force 12; Dark Side 23; Destiny 1 (Completed Discovery and Destruction Destinies); Strong in the Force
Init +13; Senses Use the Force +21
Languages: Ancient Sith, Basic, Binary, Bocce, Dashadi, Durese, Huttese, Mando'a, Military Sign Language, Rakatan

Defenses: Ref 29 (Flatfooted 27), Fort 27, Will 31; Block, Deflect
hp 84; Threshold 25

Speed: 6 Squares
Melee Lightsaber +10 (2d8+8)
Ranged Heavy Blaster Pistol +12 (3d8+8)
Ranged Ion Blaster Pistol +12 (3d6+6)
Ranged Frag Grenade +12 (4d6+6)
Ranged Ion Grenade +12 (4d6+6)
Base Atk +10; Grp +10
Special Actions: Temptation

Force Powers Known (Use the Force +21):
Dark Rage, Cloak, Farseeing, Force Lightning (3), Force Storm Alternate, Intercept, Mind Trick, Move Object (2), Negate Energy (2), Rebuke (2)

Force Techniques:
Improved Dark Rage

---

Abilities: Str 10, Dex 14, Con 10, Int 18, Wis 18, Cha 18

Special Qualities:
Build Lightsaber, Fearless

Talents:
Attract Minion, Block, Cause Mutation, Deflect, Drain Knowledge, Sith Alchemy, Skill Boon (Use the Force), Transfer Essence, Wealth

Feats:
Force Sensitive, Force Training (3), Linguist, Natural Leader, Skill Focus (Pilot), Skill Focus (Use the Force), Strong in the Force, Vehicular Combat, Weapon Proficiency (Lightsaber, Pistol, Simple)

Skills:
Deception +17, Gather Information +17, Initiative +13, Knowledge Bureaucracy +15, Knowledge Galactic Lore +15, Knowledge Tactics +15, Perception +15, Persuasion +15, Pilot +18, Stealth +18, Treat Injury +15, Use Computer +15, Use the Force +21

Possessions:
195000 credits, Lightsaber (Tech Specialist Damage Upgrade +2, Solari Crystal +2 deflect), Heavy Blaster Pistol (Tech Specialist Damage Upgrade +2), Ion Blaster Pistol, Frag Grenade x4, Ion Grenade x4, Camouflage Cloak, Long-range Comlink, Stealth Field Generator, Utility Belt (Standard Loadout), Sith Talisman, Sith Amulet, Sith Holocron


Darth Rictus prefers not to be involved in a fight at all, usually using minions in his place. However, when forced into a confrontation, he is a highly aggressive ranged combatant, especially if he has allies nearby, though he will always position himself so that he has cover from the majority of the visible enemies. His first action in that case, if possible, is to attack the target that poses the greatest threat to him with a burst of Force Lightning or his blaster. If approached, he will switch to melee with an application of Improved Dark Rage. If more than one approaches, he will use either Surge or Cloak to perform a tactical withdrawal, using his lightsaber to fend off attacks of opportunity. Rictus is an opportunistic combatant. If he notices that an enemy is sufficiently weakened, he will typically finish them off as soon as he is able, usually with Force Lightning if he still has uses of it or his Sith Amulet if he does not. If he is overwhelmed, he will attempt to escape with either a use of Cloak or by activating his Stealth Field Generator.

---------------------

T3-B9 "Three-Bee"                                   CL 9

Small 2nd Degree Droid Non-Heroic 3/Scoundrel 3/Soldier 4/Independent Droid 1
Force 9
Init +8
Languages: Basic, Binary, Huttese, Bocce, Ancient Sith, Mando'a

Defenses: Ref 26 (Flatfooted 20), Fort 20, Will 22
hp 62; Threshold 20; SR 10
Immunities: Droid

Speed: 4 Squares
Melee Electroshock Probe +6 (1d8+4)
Ranged Stunray +11 (3d6+4)
Ranged Heavy Blaster Pistol +11 (3d8+4)
Ranged Blaster Cannon +12 (3d12+4)
Base Atk +7; Grp +6

---

Abilities: Str 8, Dex 17, Con -, Int 23, Wis 11, Cha 8

Special Qualities:
Sapience, Superior Tech Specialist (+4 Int)

Talents:
Computer Master, Electronic Forgery, S-comp Link Slicer, Trace, Weapon Specialization (Heavy)

Feats:
Armor Proficiency (Light), Droidcraft, Skill Focus (Knowledge Bureaucracy), Skill Focus (Mechanics), Skill Focus (Use Computer), Starship Designer, Tech Specialist, Toughness, Weapon Focus (Heavy), Weapon Proficiency (Heavy, Pistol, Simple)

Skills:
Knowledge Bureaucracy +21, Knowledge Galactic Lore +16, Knowledge Technology +16, Mechanics +24, Perception +17, Use Computer +22

Possessions:
Heavy Blaster Pistol, Blaster Cannon, Droidified Portable Computer, Explosive Charges (13), Stealth Field Generator

Droid Systems:
Wheeled Locomotion, Magnetic Feet, Heuristic Processor, Tool Appendage (x5), Diagnostics Package, Internal Storage (2kg), Improved Sensor Package, Darkvision, Improved Coordination Circuitry, Shield Generator SR 10, Wireless Communication Link, Spring-Loaded Mechanism, DC 5 Translator, Astrogation Buffer (10)

T3-B9, like his master, is a ranged combatant. While he is equipped with combat upgrades, his chassis is not really rated for battle, so he will usually hide when firefights start. However, one should not underestimate the little droid as he is furnished with heavy weaponry and the programming to use it effectively, as well as combat-grade shielding. Unless in a tight space, Three-Bee will almost always use his blaster cannon.

T3-B9 also utilizes its Stealth Field Generator to plant explosives around the battlefield and is usually capable of producing bombs that do x3 damage.

-------------------------------------

HK-24                                                           CL 8

Medium 4th Degree Droid Soldier 7/Ace Pilot 1
Force 8
Init +11
Languages: Basic, Binary, Huttese, Sith

Defenses: Ref 30 (26 Flatfooted), Fort 24, Will 19
hp 110; Threshold 24; SR 15
Immunities: Droid

Speed: 6 squares
Ranged Heavy Blaster Rifle +17 (3d10+4)
Ranged Ion Carbine +17 (3d8+4)
Ranged Blaster Cannon +17 (3d12+8)
Base Atk +8; Grp +12
Attack Options: Autofire (Heavy Blaster Rifle)

Abilities: Str 18, Dex 24, Con -, Int 14, Wis 12, Cha 8

Special Qualities:
Superior Tech Specialist (+4 Dexterity)

Talents:
Armored Defense, Close Scrape, Devastating Attack (Heavy Weapons), Improved Armored Defense, Weapon Specialization (Heavy Weapons)

Feats:
Armor Proficiency (Light, Medium), Point Blank Shot, Precise Shot, Skill Focus (Pilot), Skill Focus (Stealth), Skill Training (Stealth), Weapon Focus (Heavy Weapons) Weapon Focus (Rifles), Weapon Proficiency (Heavy, Pistol, Rifle, Simple), Vehicular Combat

Skills:
Endurance +13, Mechanics +13, Perception +14, Pilot +21, Stealth +26

Droid Systems:
Walking Locomotion, Heuristic Processor, Hand Appendage x4, Tool Appendage x2, Improved Sensor Package, Translator Unit DC 5, Vocabulator, Shield Unit (SR 15), Durasteel Battle Armor (+8 Ref, Max Dex 3; Agile Armor upgrade +1 Max Dex), Magnetic Feet, Shield Expansion Module, Specialized Subprocessor (Endurance), Multi-spectral Searchlight, Silence Bubble Generator

Possessions:
Explosive Charges (10), Heavy Blaster Rifle, Ion Carbine, Jetpack, Stealth Field Generator

HK-24 is Darth Rictus' bodyguard and rarely leaves his side unless deployed on a mission. The assassin droid will usually remain adjacent to Rictus to be able to utilize his shield expansion module. It will use whatever weapon is suited for the situation, though its Heavy Blaster Rifle is its default.

13
After killing the Jawa scavengers, the party interrogated the only survivor. Gaining a wealth of information once communication was established with their prisoner, they learned that the Jawas were based out of the ancient Shipbreaker in orbit. Because of the ambient radio noise of Raxus Prime, they had been forced to download the contents of the ship's core a piece at a time onto portable data chips, making the process agonizingly slow. By the time the party had arrived, however, they had made off with 2/3rds of the computer core's usable data. Deciding to challenge the Jawa's leader, the party sent a threatening message to the Shipbreaker through the Jawa's direct communication line, killing their prisoner just before.

Chief Nizzbazz proved to be just as belligerent, meeting their challenge with a mocking laugh before warning them of incoming reinforcements.

After fighting their way back to the ship through nearly twenty heavily-armed Jawa Soldiers and Assassins, the party managed to grab another prisoner, leaving them a thirty minute window before the missing patrol would be noticed. Seizing the Jawa patrol's shuttle, they coerced their prisoner to get them onto the Shipbreaker under the guise of the returning patrol. Once on ship, they noticed that there was very little in the way of internal security. It wouldn't be until later that they would be informed that the warriors of the tribe had all fallen to the party's guns.

Easily making their way to the bridge, they found Chief Nizzbazz seated atop a throne made of scavenged junk. While negotiations were attempted, Nizzbazz sneered at the Hutt representatives before ranting about the power she had received from the "Machine God" in the form of weaponry. It was not until she mentioned "her chains had been broken" that the party realized that she was speaking of Darth Tesser, a Sith Lord famous for his technical aptitude now four years dead.

The Force Adept in the party noticed something odd about the rifle in her hands, before recoiling as he realized that it had been crafted with Sith Alchemy. Later analysis of the weapon would reveal that it defied a number of laws of physics, and by logic simply should not work. Upon destroying the rifle's power source, a scream of anguish rang out in the Force.

======



Chief Nizzbazz                          CL 10

Small Jawa Soldier 8/Elite Trooper 1/Scout 1
Force 11; Dark Side 12
Init +15
Languages: Basic, Jawa Trade Language, Jawaese
---
Defenses: Ref 30 (24 Flatfooted), Fort 29, Will 21
hp 160; Threshold 29
---
Speed: 4 Squares
Ranged Breath of Gamor* +17 (3d12+10)
Ranged Breath of Gamor* +12 (3d12+10) with Double Attack
Melee Unarmed Strike +10 (1d6+6)
Base Atk +9; Grp +10
Atk Options: Double Attack

Special Actions: Delay Damage
---
Abilities: Str 12, Dex 20, Con 18, Int 10, Wis 12, Cha 8
Skills: Endurance +14, Initiative +15, Perception +11, Pilot +15

Talents: Armored Defense, Evasion, Greater Weapon Focus (Rifle), Improved Armored Defense, Weapon Specialization (Rifle)

Feats: Armor Proficiency (Light, Medium), Double Attack, Imperial Military Training, Martial Arts I, Point Blank Shot, Precise Shot, Riflemaster, Weapon Focus (Rifle), Weapon Proficiency (Pistol, Rifle, Simple)

Possessions: Breath of Gamor* (Tech Specialist Damage Upgrade +2), Patchwork Jawa Armor (+4 Reflex, +1 Fort, +5 Max Dex)

*Breath of Gamor Atk +15; Damage (3d12+10); Upon hitting an organic target, roll 1d20+12 vs. target's fortitude. Upon success, target loses next standard action.

===========



Shipbreaker

Ugly
Colossal (Cruiser) Heavy Freighter
Init +11, Perception +8
---
Defenses: Ref 21 (11 Flatfooted), Fort 57; +20 Armor
hp 2280; DR 30; SR 50; Threshold 57
---
Speed: Fly 6 Squares; Fly 2 Squares (Starship Scale)
Base Atk +4; Grp +67
---
Abilities: Str 104, Dex 12, Int 14
Skills: Deception +8, Mechanics +11, Pilot +8, Use Computer +18

Cargo: 1,000,000 Tons
Crew 35; Passengers 25,000
Consumables: 5 months
Carried Craft: 8 Collector Ships, 12 Pod Fighters

14
There are a few more things to add to this but not yet, since the mission isn't over yet and I'm aware that one of my players frequents this site.

However, there are two more things I can add as of right now:

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Jawa Pilot                         CL 7

Small Jawa Scoundrel 6/Soldier 1
Force 8; Dark Side 5
Init +12
Languages: Basic, Huttese, Jawa Trade Language, Jawaese, 2 Unassigned
---
Defenses: Ref 23 (19 Flatfooted), Fort 16, Will 18
hp 58; Threshold 17
---
Speed: 4 Squares
Ranged Heavy Blaster Pistol +11 (3d8+4)
Base Atk +5; Grp +0

Special Actions: Vehicular Combat
---
Abilities: Str 10, Dex 19, Con 10, Int 16, Wis 12, Cha 8
Skills: Deception +7, Initiative +12, Mechanics +11, Perception +9, Pilot +17, Stealth +22, Use Computer +16

Talents: Hyperdriven, Spacehound, Starship Raider, Weapon Specialization (Heavy)

Feats: Point Blank Shot, Skill Focus (Pilot), Skill Focus (Stealth), Weapon Focus (Heavy), Weapon Proficiency (Heavy, Pistol, Simple), Vehicular Combat

========



Jawa Collector Ship
Ugly
Gargantuan Light Freighter
Init +11, Perception +8
---
Defenses: Ref 15 (11 Flatfooted), Fort 28; +6 Armor
hp 150; DR 10; SR 25; Threshold 28
---
Speed: Fly 9 Squares; Fly 3 Squares (Starship Scale)
Ranged Laser Cannon +7 (See Below)
Ranged Tractor Beam +7
Base Atk +4; Grp +33
---
Abilities: Str 48, Dex 18, Int 14
Skills: Mechanics +11, Pilot +11, Use Computer +15

Laser Cannon +7; Damage 6d10x2

15
Feel free! I actually based most of that off of the A-Wing. In game, they were a bit more threatening than their stats would say since the pilots had Vehicular Combat. The party had to use their ship's proton torpedo launcher to wipe them out or else the fight would have taken all night.

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