I didn't hear back from anybody so I did the best I could at making "Bebor and Rok Stay-Dee". Rok Stay-Dee gets his interesting look (for a Houk) from his time with an Arkanian genetic scientist. Tell me what you think and correct anything I messed up on.
Bebop CL 8
Medium Gamorrean Scoundrel 3, Soldier 4, Bounty Hunter 1
Init +12; Senses Perception +11
Defenses Ref 23 (ff 20), Fort 24, Will 21
hp 69; Threshold 24
Speed 6 squares
Ranged (standard)
Scatter Gun (rifle) +9 (3d8+4 at PB) (2d8+3 at short) (None after) (Deflect can only half damage);
Languages Gamorrean, Basic, Huttese,Arkanian
Base Atk +7; Grp +9
Abilities Str 14, Dex 16, Con 14, Int 16, Wis 15, Cha 8
Skills: Acrobatics +12, GatherInf +8, Initiative +12, Perception +11, Pilot +12, Stealth +12, Survival +11
Feats: Acrobatic Strike, Charging Fire, Point Blank Shot, Skill Training (Survival), Weapon Proficiency (pistols), Weapon Proficiency (rifles), Weapon Proficiency (simple), Zero Range(+1 on ranged Atk and +1 die damage against adjacent foes)
Talents: Advantageous Opening(when ally or opponent in LOS rolls nat 1 on atk, make atk against single target) , Hunter's Mark(aim before attacking moves target one down track if attack deals damage) , Skirmisher, Tough as Nails, Warrior's Determination
Special Qualities: Primitive, Great Fortitude, Bonus Feat (Improved Damage Threshold)
Rocksteady CL 8
Medium Houk Soldier7, Bounty Hunter 1
Init +11; Senses Perception +9
Defenses Ref 22 (ff 20), Fort 24, Will 18
hp 85; Threshold 24 Speed 6 squares
Ranged (standard) Arkanian blaster rifle +10 (3d8+4 energy & fire damage); any target that takes fire damage also catches on fire. (Each round a creature is on fire, make an attack +5 vs Fort. If successful, target takes 1d6 fire damage or half damage if attack fails. A creature can put out the flames as a full-round action).
Melee (standard) bayonet +11 (1d8+10)
Languages Basic, Huttese,Arkanian
Base Atk +8; Grp +11
Abilities Str 16, Dex 15, Con 14, Int 10, Wis 10, Cha 4
Skills: Initiative +11, Perception +9, Survival +9
Feats: Armor Proficiency (light), Armor Proficiency (medium), Coordinated Attack, Coordinated Barrage, Crush, Pin, Point Blank Shot, Powerful Charge, Weapon Proficiency (pistols), Weapon Proficiency (rifles), Weapon Proficiency (simple)
Talents: Expert Grappler, Hunter's Mark, Improved Suppression Fire, Keep Them at Bay, Tough as Nails
Special Qualities: Natural Armor (+1), Physically Intimidating
Bebop CL 14
Medium Gamorrean Scoundrel 3, Soldier 4, Bounty Hunter 7
Init +15; Senses Perception +14
Defenses Ref 29 (ff 26), Fort 30, Will 27
hp 114; Threshold 30
Speed 6 squares
Ranged (standard)
Scatter Gun (rifle) +16 (3d8+7 at PB) (2d8+5 at short) (None after) (Deflect can only half damage);
Languages Gamorrean, Basic, Huttese,Arkanian, Binary
Base Atk +13; Grp +11
Abilities Str 14, Dex 16, Con 14, Int 16, Wis 15, Cha 8
Skills: Acrobatics +15, GatherInf +11, Initiative +15, Perception +14, Pilot +15, Stealth +15, Survival +14
Feats: Acrobatic Strike, Charging Fire, Point Blank Shot, Skill Training (Survival), Quick Comeback, Vehicular Combat, Weapon Proficiency (pistols), Weapon Proficiency (rifles), Weapon Proficiency (simple), Zero Range
Talents: Advantageous Opening, Familiar Enemies, Hunter's Mark, Nowhere to Hide, Skirmisher, Strong-Willed, Tough as Nails, Warrior's Determination
Special Qualities: Primitive, Great Fortitude, Bonus Feat (Improved Damage Threshold)
Rocksteady CL 14
Medium Houk Soldier7, Bounty Hunter 7
Init +15; Senses Perception +13
Defenses Ref 29 (ff 26), Fort 30, Will 25(+7 vs Utf)
hp 130; Threshold 30
Speed 6 squares
Ranged (standard) Arkanian blaster rifle +17 (3d8+10 energy & fire damage); any target that takes fire damage also catches on fire. (Each round a creature is on fire, make an attack +5 vs Fort. If successful, target takes 1d6 fire damage or half damage if attack fails. A creature can put out the flames as a full-round action).
Melee (standard) bayonet +17 (1d8+13)
Familiar Foe (full-round, cannot use until after your opponents have acted during the combat)
Gain a +3 bonus on attack rolls against that opponent and a +3 bonus to all defenses against attacks & actions made by that opponent until the end of the encounter.
Languages Basic, Huttese, Arkanian
Base Atk +14; Grp +19
Abilities Str 16, Dex 16, Con 14, Int 11, Wis 12, Cha 4
Skills: Initiative +15, Perception +13, Survival +13
Feats: Armor Proficiency (light), Armor Proficiency (medium), Bantha Rush, Coordinated Attack(Automatic success with aid another at point blank range), Coordinated Barrage(when aid for every 3 over Ref Def +1 die dam (+5 max), Crush, Pin, Point Blank Shot, Powerful Charge, Weapon Proficiency (pistols), Weapon Proficiency (rifles), Weapon Proficiency (simple)
Talents: Expert Grappler, Hunter's Mark, Improved Suppression Fire, Jedi Hunter, Keep Them at Bay, Strong-Willed, Tough as Nails
Special Qualities: Natural Armor (+1), Physically Intimidating
(EDIT: I fixed the second Bebop, changing his Sports Hunter to Quick Comeback)