Author Topic: Mal's Creations  (Read 6886 times)

Malancthon

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Re: Mal's Creations
« Reply #15 on: October 25, 2014, 03:14:10 am »
Darth Xhiiva                                 CL 12



Medium Codru-Ji Jedi 7/ Sith Apprentice 5
Force 7; Dark Side 14
Init +14; Senses Perception +8
Languages Basic

Defenses Ref 27(Flat-footed 24), Fort 25, Will 26; Block, Deflect
HP 111; Threshold 25

Speed 6 Squares
Melee Lightsaber +17 (4d4+16) or
Melee Lightsabers +15/+15 (4d4+12 and 4d4+12) with Dual Weapon Mastery II
Base Atk +12; Grp +16
Atk Options Dual Weapon Mastery II, Wicked Strike
Force Powers Known (Use the Force +17) Dark Rage, Force Slam, Mind Trick, Move Object, Rebuke, Rend, Surge
Force Techniques Force Point Recovery, Improved Force Slam

Abilities Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 13
Talents Block, Dark Side Adept, Deflect, Force Persuasion, Lightsaber Specialization, Wicked Strike
Feats Combat Reflexes, Dual Weapon Mastery (I, II), Force Sensitivity, Force Training (3), Skill Focus(Use the Force), Weapon Focus (Lightsaber), Weapon Proficiency (Simple, Lightsabers),
Skills Initiative +14, Use the Force +17
Possessions Lightsaber Bat'leth

Quote
Lightsaber, bat'leth (Large, Cost 10,000, Damage 4d4/4d4, Stun -. Weight 2 kg, Energy and Slashing, Rare)
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Mal's Creations

Malancthon

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Re: Mal's Creations
« Reply #16 on: October 25, 2014, 03:14:57 am »
Darth Maul Clones                            CL 7


Although the death of his Sith Apprentice was a set back, Darth Sidious had already began a new plan. Darth Maul was a wonderful Sith tool, and even in death, he would still be useful. With his vast resources, he had an army of clones created. Since they were cloned from his single Sith Apprentice, the Rule of Two survived, but now Darth Sidious had an army to strike against the Jedi. And the attack of the clones grows darker....

OOC: Back before Episode II came out and all we had was the title "Attack of the Clones", My mind raced on what it could be. Darth Maul was too awesome to stay dead, but what if Sidious' clone plan was to use an army of Darth Mauls to attack the Jedi? Of course, it was not to be... But here's a 'what if'. Weaker than Maul, but they should suffice as an army of mooks. I focused on Maul's Dexterity for his double saber, so Weapon Finesse and Stolen Form Ataru replaces Jar'Kai, Juyo, and Nimen. You could swap out a level of Sith Apprentice for a level of Sith Lord and have him gain Fearless and Temptation with no loss, but it never felt right to make Maul a Sith Lord (and apparently per the Darth Plagueis novel Maul never really was a Lord).

Medium Zabrak Non-Heroic 8/ Jedi 2/ Sith Apprentice 3
Force 4; Dark Side 14
Init +9; Senses Perception +8
Languages Basic, Zabrak

Defenses Ref 20 (flat-footed 17), Fort 18, Will 19
hp 76; Threshold 18

Speed 6 squares
Melee double lightsaber +14 (2d8+6/+9 with two-handed grip) or
Melee double lightsaber +12/+12 (2d8+6 and 2d8+6) with Dual Weapon Mastery II
Base Atk +10; Grp +13
Force Powers Known (Use the Force +17) Dark Rage, Force Grip, Force Slam
Force Techniques Improved Dark Rage

Abilities Str 8, Dex 16, Con 12, Int 10, Wis 14, Cha 12
Talents Block, Stolen Form (Ataru), Weapon Specialization (Lightsabers)
Feats Dual Weapon Mastery I, Dual Weapon Mastery II, Force Sensitive, Force Training, Skill Focus (Use the Force), Skill Training (Use the Force), Weapon Focus (lightsaber), Weapon Proficiency (lightsaber, simple weapons)
Skills Acrobatics +14, Use the Force +17
Possessions Double lightsaber, Sith robes
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Mal's Creations

Malancthon

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Re: Mal's Creations
« Reply #17 on: October 25, 2014, 03:16:43 am »
Zam Sherr (played by Malancthon)     CL 5



Medium Near-Draethos Scout 3, Soldier 2
Destiny 1; Force 1; Dark Side ?
Init +9; Senses Perception +9
Languages Basic, Draethos
Background Widowed (Benefit: Justice Seeker)
Defenses Ref 20 (flat-footed 18), Fort 21, Will 17
hp 67; Threshold 21
Speed 6 squares
Melee vibrosword +8 (2d8+10) or
Melee vibrosword +6 (3d8+10) with Rapid Strike
Ranged blaster pistol +6 (3d6+2)
Base Atk +4; Grp +7
Atk Options Advantageous Attack, Desperate Gambit, Rapid Strike
Special Actions Improved Stealth, Hidden Movement
Abilities Str 16, Dex 14, Con 16, Int 11, Wis 14, Cha 10
Talents Hidden Movement, Improved Stealth, Weapon Specialization (Advanced Melee Weapons)
Feats Advantageous Attack, Armor Proficiency (Light), Desperate Gambit, Justice Seeker, Rapid Strike, Shake It Off, Weapon Focus (advanced melee weapons), Weapon Proficiency (advanced melee weapons, pistols, rifles, simple weapons)
Skills Climb +10, Initiative +9, Jump +10, Perception +9, Stealth +14
Possessions Blaster pistol, light battle armor (shadowskin), vibrosword, 30550 credits


The snap-hiss haunts his dreams. 18 years had passed. The black face, lined with red, the burning eyes glaring from under the horns. His boyfriend, neatly severed by the double red blades. His screams as he cradled Shaa's head. The feral grin as the dark lord spun, moving deeper into the darkness, to spread death, to spread chaos into the Black Sun.

Time passed. A blur. Nightmares. Zam, lost in grief, fell first into the shadows, then into violence. In the shadows he stalked for hints of the black and red killer. Legends swirled around the killer, the red saber hinting of a forgotten myth called the Sith, dark Jedi. But he found nothing more than shadows. Turning back to the criminal organization, he began fighting in the pits. Credits were won and lost, but won more often. They said he had a future, but he had seen the future those ringleaders offered, of illusion and debt. Zam fell back into the shadows, closing the gladiator pit with their blood. He returned to the inner core, with no direction, hoping the sword on his back would guide him to peace.

Or at least to the throat of the black and red killer...
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Mal's Creations

Malancthon

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Re: Mal's Creations
« Reply #18 on: October 25, 2014, 03:20:05 am »
Ardana       CL 1



Ardana is an example of a typical Twi'lek slave girl. Even when the practice was outlawed, many Twi'leks were captured and sold into slavery, often for the vile entertainment of gangsters and corrupt nobles. Physically and mentally abused, Ardana has little hope of escape. Instead she hopes she can please her master long enough to stay away from a grisly end, which far too many Twi'lek slaves suffer from.

Medium Twi'lek Nonheroic 3
Dark Side 2
Init +3; Senses Low-light vision, Perception -1
Languages Basic, Rhyl
----------------------------------------------------------------------------
Defenses Ref 12 (10 flat-footed), Fort 13, Will 8; Dodge
HP 12 Threshold 13
----------------------------------------------------------------------------
Speed 6 Squares
Melee Unarmed +2 (1d4)
Base Atk +2; Grp +2
Special Options Quick Skill
----------------------------------------------------------------------------
Abilities Str 10, Dex 14, Con 12, Int 13, Wis 6, Cha 17
Feats Dodge, Skill Focus (Deception), Skill Focus (Persuasion), Quick SkillKoR, Weapon Proficiency (simple weapons)
Skills Deception +14, Persuasion +14 (may reroll, but must keep second result)
Possessions Slave gear
Slave cost 2000 credits

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Malancthon

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Re: Mal's Creations
« Reply #19 on: October 25, 2014, 03:20:51 am »
Vatari      CL 4



A feisty slave, Vatari has managed to survive a number of masters. Her beauty and skills make her a favorite slave, but she doesn't have the smarts to not start trouble. Fortunately, she is also able to scamper away and hide whenever trouble erupts. She is often sold off before she ends up the death of her master, although some of her masters have not been as lucky in getting rid of her before their death. Despite her knack for trouble-making, she is too useful to let be free. However, Vatari still manages to keep her spirits up in spite her horrible reality.

Medium Human Scoundrel 4
Force 1; Dark Side 3
Init +3; Senses Perception +3
Languages Basic
----------------------------------------------------------------------------
Defenses Ref 19 (16 flat-footed), Fort 16, Will 16; Dodge, Mobility, Slippery Maneuver
HP 34 Threshold 16
----------------------------------------------------------------------------
Speed 6 Squares
Melee Unarmed +3 (1d4)
Base Atk +3; Grp +3
Special Options Silver Tongue
----------------------------------------------------------------------------
Abilities Str 10, Dex 16, Con 14, Int 8, Wis 12, Cha 16
Talents Knack, SeducerLE
Feats Dodge, Mobility, Point Blank Shot, Silver TongueGoI, Skill Focus (Deception), Slippery ManeuverSaV, Weapon Proficiency (Pistols), Weapon Proficiency (simple weapons)
Skills Deception +15, Gather Information +9, Persuasion +10, Stealth +10
Possessions Slave gear
Slave Cost 8000 credits

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« Last Edit: November 02, 2014, 06:35:01 pm by Malancthon »
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Malancthon

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Re: Mal's Creations
« Reply #20 on: October 25, 2014, 03:21:27 am »
Dia      CL 7



The dream is Dia, the object of desire. Unique in the galaxy as far as anyone can tell, men have killed each other to possess Dia and entire planets have been devastated by their desire to have her. Dia is the ultimate status symbol, her mere presence inspiring intense fervor, and drawing incredible wrath if anyone hurts her. And yet she is filled with sadness. Despite being desired by all and the center of many galactic plots, Dia knows her value is not because of who she, but what she is. This objectification haunts her thoughts, hidden behind Dia's beauty. 

Medium Near-Human Noble 7
Force 6; Dark Side 1
Init +11; Senses Perception +8
Languages Basic, Bocce, Huttese, Rhyl
----------------------------------------------------------------------------
Defenses Ref 21 (18 flat-footed), Fort 18, Will 19; Melee Defense
HP 53 Threshold 18
----------------------------------------------------------------------------
Speed 6 Squares
Melee Unarmed +8 (1d4-1)
Base Atk +5; Grp +8
Special Options Quick Skill, Silver Tongue
----------------------------------------------------------------------------
Abilities Str 8, Dex 16, Con 12, Int 13, Wis 10, Cha 18
Special qualities Visually strikingUR
Talents BelovedSaV, Bolster Ally, Inspire Confidence, Wealth
Feats IntimidatorUR, Melee Defense, Silver TongueGoI, Stand TallGoI,  Skill Focus (Persuasion), Weapon Finesse, Weapon Proficiency (Pistols), Weapon Proficiency (simple weapons)
Skills Deception +12, Initiative +11, Knowledge (Galactic Lore) +9, Knowledge (Social Sciences) +9, Perception +8, Persuasion +17 (+21 for Humans, Near-Humans, and similar humanoids), Treat Injury +8
Possessions Slave gear
Slave Cost 151,000 credits

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Malancthon

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Re: Mal's Creations
« Reply #21 on: October 25, 2014, 03:24:39 am »
Just consolidating My various creations across the forum into a thread. Mostly for My own resource.

Feel free to use any or none of what I have posted.
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RogerWilco

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Re: Mal's Creations
« Reply #22 on: October 25, 2014, 12:56:51 pm »
Can I have an opinion on this Force power? Would it be "too strong"?

Quote
Forceful Aura
You gather the Force around you in preparation of an epic battle. Time: Full-round action. Target: You.
Make a Use the Force check. The result of the check determines the effect, if any:
-DC 20: You gain 1 temporary Force Point. If the Force Point is not used before the end of the encounter, it is lost.
-DC 25: As DC 20, except you gain 2 temporary Force Points.
-DC 30: As DC 20, except you gain 3 temporary Force Points.
Special: You can spend a Force Point to reduce the time to a Standard action, or a Destiny Point to reduce the time to a Swift action.
I would consider that too strong. I compare it to Channel Vitality and Force Point Recovery. They might not take a full-round action, but they also have more drawbacks and are more limited. Trading a Force Power for a Force Point (or more than one) seems really cheap to me, especially if you have abilities like Force Focus to get the power back.
The DCs also seem to be relatively low to me.
There are so many powerful abilities that require a FP as fuel that this would be a too easy way to get FP and with almost no drawbacks.

If you'd want to balance it, I would add something like
You may remain in this trance for multiple rounds, and you are still aware of your surroundings; however, you are otherwise helpless and cannot perform any other actions.
- 1 round: 1 temp FP, -1 CT, DC 20 UtF
- 2 round: 2 temp FP, -2 CT, DC 30 UtF
- 3 round: 3 temp FP, -3 CT, DC 40 UtF
- etc. ?
Maybe that's too much, but that's the kind of drawbacks I would be looking at if I wanted to balance it against an ability like Channel Vitality.
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Malancthon

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Re: Mal's Creations
« Reply #23 on: October 25, 2014, 03:03:07 pm »
I would consider that too strong. I compare it to Channel Vitality and Force Point Recovery. They might not take a full-round action, but they also have more drawbacks and are more limited. Trading a Force Power for a Force Point (or more than one) seems really cheap to me, especially if you have abilities like Force Focus to get the power back.
The DCs also seem to be relatively low to me.
There are so many powerful abilities that require a FP as fuel that this would be a too easy way to get FP and with almost no drawbacks.

If you'd want to balance it, I would add something like
You may remain in this trance for multiple rounds, and you are still aware of your surroundings; however, you are otherwise helpless and cannot perform any other actions.
- 1 round: 1 temp FP, -1 CT, DC 20 UtF
- 2 round: 2 temp FP, -2 CT, DC 30 UtF
- 3 round: 3 temp FP, -3 CT, DC 40 UtF
- etc. ?
Maybe that's too much, but that's the kind of drawbacks I would be looking at if I wanted to balance it against an ability like Channel Vitality.

Hey, I appreciate that.

The idea for the power is Dragon Ball Z inspired. Whenever the character tenses up, starts grunt, and their aura flashes around them as they power up. Or in the video games where one presses Back and Guard to raise their ki.

I think the CT penalty might be a bit too steep, but the trance for X turns to gain X temp force points seems like a good idea as well as revising the DCs. I'll look into incorporating that.

Thanks a lot!
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Mal's Creations

StevenO

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Re: Mal's Creations
« Reply #24 on: October 25, 2014, 07:47:44 pm »
Can I have an opinion on this Force power? Would it be "too strong"?

Quote
Forceful Aura
You gather the Force around you in preparation of an epic battle. Time: Full-round action. Target: You.
Make a Use the Force check. The result of the check determines the effect, if any:
-DC 20: You gain 1 temporary Force Point. If the Force Point is not used before the end of the encounter, it is lost.
-DC 25: As DC 20, except you gain 2 temporary Force Points.
-DC 30: As DC 20, except you gain 3 temporary Force Points.
Special: You can spend a Force Point to reduce the time to a Standard action, or a Destiny Point to reduce the time to a Swift action.
I would consider that too strong. I compare it to Channel Vitality and Force Point Recovery. They might not take a full-round action, but they also have more drawbacks and are more limited. Trading a Force Power for a Force Point (or more than one) seems really cheap to me, especially if you have abilities like Force Focus to get the power back.
The DCs also seem to be relatively low to me.
There are so many powerful abilities that require a FP as fuel that this would be a too easy way to get FP and with almost no drawbacks.

If you'd want to balance it, I would add something like
You may remain in this trance for multiple rounds, and you are still aware of your surroundings; however, you are otherwise helpless and cannot perform any other actions.
- 1 round: 1 temp FP, -1 CT, DC 20 UtF
- 2 round: 2 temp FP, -2 CT, DC 30 UtF
- 3 round: 3 temp FP, -3 CT, DC 40 UtF
- etc. ?
Maybe that's too much, but that's the kind of drawbacks I would be looking at if I wanted to balance it against an ability like Channel Vitality.

Forget Force Focus to get the power back; assuming you can make the DC 25 check you just spend a FP you just gained to return the power to your suite and recycle it until you have all the FP you could possibly want.
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Malancthon

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Re: Mal's Creations
« Reply #25 on: October 25, 2014, 09:13:04 pm »
Can I have an opinion on this Force power? Would it be "too strong"?

Quote
Forceful Aura
You gather the Force around you in preparation of an epic battle. Time: Full-round action. Target: You.
Make a Use the Force check. The result of the check determines the effect, if any:
-DC 20: You gain 1 temporary Force Point. If the Force Point is not used before the end of the encounter, it is lost.
-DC 25: As DC 20, except you gain 2 temporary Force Points.
-DC 30: As DC 20, except you gain 3 temporary Force Points.
Special: You can spend a Force Point to reduce the time to a Standard action, or a Destiny Point to reduce the time to a Swift action.
I would consider that too strong. I compare it to Channel Vitality and Force Point Recovery. They might not take a full-round action, but they also have more drawbacks and are more limited. Trading a Force Power for a Force Point (or more than one) seems really cheap to me, especially if you have abilities like Force Focus to get the power back.
The DCs also seem to be relatively low to me.
There are so many powerful abilities that require a FP as fuel that this would be a too easy way to get FP and with almost no drawbacks.

If you'd want to balance it, I would add something like
You may remain in this trance for multiple rounds, and you are still aware of your surroundings; however, you are otherwise helpless and cannot perform any other actions.
- 1 round: 1 temp FP, -1 CT, DC 20 UtF
- 2 round: 2 temp FP, -2 CT, DC 30 UtF
- 3 round: 3 temp FP, -3 CT, DC 40 UtF
- etc. ?
Maybe that's too much, but that's the kind of drawbacks I would be looking at if I wanted to balance it against an ability like Channel Vitality.

Forget Force Focus to get the power back; assuming you can make the DC 25 check you just spend a FP you just gained to return the power to your suite and recycle it until you have all the FP you could possibly want.

While I could see situations where looping FP could be useful (Yoda vs Palpatine, The Force Unleashed), such a gamebreaker was not something I was intending. So, perhaps a caveat that the temporary force point could not be used to get the power back (which would not rule out someone use a normal FP to get it back, however that is more of a finite resource; something else to think about if I continue to ponder the idea).

Or more likely that's enough argument to discard the idea.
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StevenO

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Re: Mal's Creations
« Reply #26 on: October 25, 2014, 10:40:57 pm »
...

Forget Force Focus to get the power back; assuming you can make the DC 25 check you just spend a FP you just gained to return the power to your suite and recycle it until you have all the FP you could possibly want.

While I could see situations where looping FP could be useful (Yoda vs Palpatine, The Force Unleashed), such a gamebreaker was not something I was intending. So, perhaps a caveat that the temporary force point could not be used to get the power back (which would not rule out someone use a normal FP to get it back, however that is more of a finite resource; something else to think about if I continue to ponder the idea).

Or more likely that's enough argument to discard the idea.

It certainly fell in the realm of "too strong" so discarding the original idea is probably best.  Perhaps it could be redone with some very stiff penalties for using it but there are other ways to get FP although none is cheap and easy.

The loop may not have been the intention but it was something I immediately spotted as breaking.  As far as I can tell a Temporary FP is just like a normal FP except for when it is lost and I'd really stay away from adding more conditions on something that could potentially be used rounds later.

If you are looking for a "quick power up" before a fight, or even during a fight, I'd remind you that a DP can be converted into 3 FP should the need require that.
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Malancthon

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Re: Mal's Creations
« Reply #27 on: December 03, 2014, 06:28:23 pm »
Sith Empress                                 CL 17


Working image until I find something better.

Cruel, decadent, and supremely powerful are adjectives to describe the Sith Empress. Little is known of her, other than she was born as a Sith. Her beauty made many desire her, and so she learned to manipulate those feelings to her advantage. It was a shock when she emerged following a night with a powerful Sith Lord, his lightsaber in one hand and his head in the other. She proclaimed herself the new lord of the planet. It would be the first of many, as others soon fell under her spell, until she sat at the top of the Sith Empire, a court of madness and sin.

Medium Human Noble 4/ Jedi 3/ Sith Apprentice 5/ Sith Lord 5
Force 11; Dark Side 19
Init +15; Senses Perception +17
Languages Basic, Bocce, High Galactic, Sith
----------------------------------------------------------------------------
Defenses Ref 32 (Flat-footed 30), Fort 31, Will 34
HP 125; Threshold 31
----------------------------------------------------------------------------
Immune Fear effects
Speed 6 Squares
Melee Lightsaber +19 (2d8+7) or
Melee Lightsaber +21 (2d8+13) with Kinetic Combat
Base Atk +16; Grp +15
Atk Options Kinetic Combat, Force Surrender
Special Actions Temptation
Force Powers Known (Use the Force +23) Farseeing(2), Force Disarm(2), Force Lightning(5), Force Shield(4), Hatred(1), Kinetic Combat(1), Memory Walk(3), Mind Trick(4), Move Object(3), Rebuke(5)
Force Techniques Force Point Recovery, Improved Mind Trick
Force Secrets Debilitating Power, Devastating Power, Distant Power, Enlarge Power
----------------------------------------------------------------------------
Abilities Str 8, Dex 14, Con 12, Int 13, Wis 19, Cha 21
Talents Adept Negotiator, Affliction, Dark Healing, Dark Side Adept, Dark Side Mastery, Drain Force, Force Surrender, Improved Dark Healing, Master Negotiator, Presence
Feats Force Sensitivity, Force Training (6), Linguist, Skill Focus (Persuasion), Skill Focus (Use the Force), Weapon Finesse, Weapon Proficiency (Simple, Lightsabers, Pistols)
Skills Deception +18, Initiative +15, Knowledge (Bureaucracy) +14, Knowledge (Galactic Lore) +14, Perception +17, Persuasion +23, Use the Force +23
Possessions Lightsaber (self-built)

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« Last Edit: March 03, 2015, 06:31:38 pm by Malancthon »
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illslim2

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Re: Mal's Creations
« Reply #28 on: December 03, 2014, 07:58:57 pm »
Like the picture.
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Malancthon

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Re: Mal's Creations
« Reply #29 on: December 05, 2014, 08:57:23 am »
A character concept I'd like to play someday. He's based very loosely on an adaption of General Zod from Man of Steel as converted into Saga.

Kyczer Mal                                 CL 1



Prince to the red sun planet Rao, Mal was serving a military tour off-planet when disaster struck Rao. Called back to the planet, Mal found Rao devastated, the surface burnt black by an unknown assailant. The royal family now dead, Mal ascended to become the Kyczer of Rao. He finds himself with a bigger duty to his planet, one that requires not only leadership from the young noble, but also the promise of vengeance against whoever nearly destroyed Rao. The young warrior must split his attention between the galactic courts, the reconstruction of Rao, and finding the unknown assailant...

Medium Human Soldier 1
Force 5; Dark Side; Destiny 1 (Discovery)
Init +6; Senses Perception +1
Languages Basic, Bocce
----------------------------------------------------------------------------
Defenses Ref 16 (Flat-footed 15), Fort 13, Will 11
HP 32; Threshold 13
----------------------------------------------------------------------------
Speed 6 Squares
Melee Bayonet +3 (1d8+4)
Ranged Blaster Rifle +2 (+3 at point blank) (3d8)
Base Atk +1; Grp +3
Atk Options Desperate Gambit
----------------------------------------------------------------------------
Abilities Str 15, Dex 13, Con 14, Int 13, Wis 12, Cha 8
Talents Armored Defense
Feats Armor Proficiency (Light, medium), Desperate Gambit, Point Blank Shot, Weapon Proficiency (Pistols, rifles, simple weapons)
Skills Endurance +7, Initiative +6, Pilot +6
Possessions Blaster rifle with bayonet, combat jumpsuit

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« Last Edit: December 05, 2014, 09:12:18 am by Malancthon »
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