My first entry will be an old-school look at a high-level character at various levels on their journey. This is slightly tweaked from a version I shared on the Saga Edition Discord for anyone who remembers that one. The tweaks are partly substantive and partly fixing math errors. Commentary with mild spoilers from Expanded Universe (Legends) books is also included.
Talents/feats are meant to be in order they were taken to capture the development over high levels. There's also a way to do this with the Corellia Background but I wanted to go full hero with Destiny.
Commander Wedge Antilles (3 ABY, before Battle of Hoth) (CL 6)Medium Human Noble 2/Scoundrel 2/Soldier 2
Destiny Points: 1;
Force Points: 3;
Dark Side Score: 3
Initiative: +11;
Senses: Perception +10
Languages: Basic, Bocce, Drallish, Mandaba, Old Corellian, Shyriiwook (understand only)
DefensesReflex Defense: 21 (Flat-Footed: 18), Fortitude Defense: 19, Will Defense: 20;
Labyrinthine Mind, Vehicular Combat
Hit Points: 39, Damage Threshold: 19
OffenseSpeed: 6 squares
Melee: Unarmed +4 (1d4+3)
Ranged: By Weapon +7
Base Attack Bonus: +4, Grapple +7
Attack Options: Burst Fire, Point-Blank Shot, Precise Shot
Special Actions: Born Leader, Draw Fire
Starship Maneuvers Suite (Pilot +16):
Angle Deflector Shields, Corellian Slip, Evasive Action, Intercept, Snap Roll (3), Target Lock, Wotan WeaveBase StatsAbilities: Strength 10, Dexterity 16, Constitution 10, Intelligence 15, Wisdom 14, Charisma 12
Talents: Born Leader, Labyrinthine Mind, Draw Fire Feats: Linguist, Weapon Proficiency (Pistols), Weapon Proficiency (Simple), Vehicular Combat, Starship Tactics (3), Skill Focus (Pilot), Point-Blank Shot, Precise Shot, Weapon Proficiency (Rifles), Burst Fire
Skills: Deception +9, Initiative +11, Knowledge (Tactics) +10, Mechanics +10, Perception +10, Persuasion +10, Pilot +16, Ride +11, Use Computer +10
Possessions: Flight Suit (+1 Fortitude), Blaster Pistol, Datapad, Utility Belt
Destinies completed: Rescue
Design Notes:
Before he became a famed fighter ace, Wedge grew up in orbit of Corellia, rubbing elbows with all sorts of spacers, including the smuggler Booster Terrik. He was exposed to starships at an early age but had other passions like architecture. His loving parents arranged for him to get an education at an agricultural school planetside, which would have broadened his horizons (and given him the all-important ride skill as described in Wookieepedia). As a young adult, his parents are killed by the actions of pirates fleeing the authorities. Wedge leads Booster’s crew on a raid to avenge them, and destroys the pirate ship with a borrowed Z-95 Headhunter, showing early aptitude for space combat. He then uses the insurance and bounty money to buy a small freighter, trying his hand as a legitimate cargo hauler. He meets some Rebels and even falls in love with the daughter of one. When the Empire kills her the desire to strike back drives him into smuggling for the rebellion and later more formal service as an X-Wing pilot. By the leadup to Yavin he leads small fighter missions (see X-Wing Rogue Squadron ½ for him giving orders to Biggs and Porkins). By the time the Rebels establish Echo Base on Hoth, he is a decorated veteran and has been promoted to Commander (some sources call him a captain). He leads Rogue Squadron when Commander Skywalker is off Jedi training or doing other Main Character business.
It’s difficult to capture all that a character featured in so many books and comics does in a stat block, and SWSE’s mechanics are not always a perfect correspondence for how any film/book character develops, but damned if I won’t try to get close. I started him at a typical 25 point buy instead of the ridiculously low buy the RECG gave him. Nothing overpowered but certainly a heroic character. As always class =/= concept, so I started him in noble to capture all of the skills he uses later in his career as well as the more technical abilities. His Linguist languages are for the most part native to the Corellian system. Multiclassing allows him to get trained in mechanics by level 4 as he’d want to be keeping his freighter repaired (and he’ll get stealth by 8 to help with all those covert Wraith Squadron missions). Of course he has plenty of bells and whistles for space combat. He fulfills the Rescue destiny by shooting down the TIE Fighter that Luke can’t shake at Yavin, boosting INT and DEX. Born leader allows him to assist allies easily, and Draw Fire expands on the wingman concept. Because there is mention in later stories of him being resistant to the Force, even shaking off Sith mind control magic in
Requiem for a Rogue, I gave him Labyrinthine Mind, which also lets him ignore more common mind-altering effects.
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“Lieutenant Kettch” (7 ABY, as of Battle of Kuat) (CL 13)Medium Human Noble 2/Scoundrel 3/Soldier 2/Ace Pilot 5/Officer 1
Destiny Points: 2;
Force Points: 5;
Dark Side Score: 1
Initiative: +14;
Senses: Perception +13
Languages: Basic, Bocce, Drallish, Mandaba, Mon Calamarian, Old Corellian, Shyriiwook (understand only), Sullustese
DefensesReflex Defense: 30 (Flat-Footed: 27), Fortitude Defense: 26, Will Defense: 29;
Labyrinthine Mind, Vehicular Combat,
Vehicular Evasion,
Juke, Vehicle Dodge (+2)
Hit Points: 70, Damage Threshold: 26
Offense
Speed: 6 squares
Melee: Unarmed +9 (1d4+6)
Ranged: By Weapon +12
Note: Additional +2 with starfighter vehicle weapons (Vehicle Focus); reroll vehicle weapon attack 1/encounter (Gunnery Specialist)
Base Attack Bonus: +9, Grapple +12
Attack Options: Burst Fire, Point-Blank Shot, Precise Shot
Special Actions: Born Leader, Draw Fire, Hyperdriven, Vehicle Focus (Starfighters), Gunnery Specialist
Starship Maneuvers Suite (Pilot +24):
Angle Deflector Shields, Corellian Slip, Evasive Action, Intercept, Snap Roll (3), Target Lock, Wotan WeaveBase StatsAbilities: Strength 11, Dexterity 16, Constitution 10, Intelligence 16, Wisdom 15, Charisma 13
Talents: Born Leader, Labyrinthine Mind, Draw Fire, Hyperdriven, Vehicular Evasion, Vehicle Focus, Juke, Assault Tactics
Feats: Linguist, Weapon Proficiency (Pistols), Weapon Proficiency (Simple), Vehicular Combat, Starship Tactics (3), Skill Focus (Pilot), Point-Blank Shot, Precise Shot, Weapon Proficiency (Rifles), Burst Fire, Skill Focus (Persuasion), Gunnery Specialist
Skills: Deception +12, Initiative +14, Knowledge (Tactics) +14, Mechanics +14, Perception +13, Persuasion +12, Pilot +24 (may always take 10 piloting starfighters), Ride +14, Stealth +19, Use Computer +14
Possessions: Light-absorbing (shadowskin) Flight Suit (+1 Fortitude, +5 Stealth), Blaster Pistol, Comlink (short-range, encrypted), Stuffed Ewok Toy with Ewok-sized Flight Suit
Destinies completed: Rescue, Education
Design Notes:
Here we have Wedge in the middle of the Zsinj Campaign described in Aaron Allston’s
Iron Fist. The origin of the “Lieutenant Kettch” callsign and the special equipment are also described in that book, or can be read on Wookieepedia.
https://starwars.fandom.com/wiki/KettchWedge has leveled up considerably from playing key roles at the Battles of Hoth and Endor, followed a few years later by the liberation of Coruscant and Thyferra. He has plenty of Ace Pilot tricks to pull, and is starting down the Officer path. Gunnery Specialist rather than HW proficiency seemed appropriate for someone who can certainly use all manner of vehicle and starship weapons (in at least one book he personally fires a cruiser's batteries) but is never depicted using heavy infantry blasters in ground engagements.
In this period, Wedge leads Rogue Squadron through heavy action. The Rogues are later joined by Wraith Squadrons. He pulls off many commando raids and unconventional fighter missions with the Wraiths, who use stealth and subterfuge as often as firepower. Training these elite units fulfills the Education destiny and boosts Wedge’s pilot skill to the level where many call him the best. But Admiral Ackbar sees something more. To him, Commander Antilles is meant to head up greater naval assets than a mere fighter squadron or two. He sees a Born Leader, if you will. Wedge will continue refusing promotions until shortly after the events of the Thrawn trilogy, but in the meantime Ackbar informs him “You are already a general” by virtue of him planning major operations and pioneering new tactics.
Narratively, Wedge wants his squadrons to survive against the odds through their missions by fooling the enemy in addition to superior flying. The more guerilla tactics the better to even the odds. Mechanically, the hope with this build is for Wedge to keep his pilots alive as much as possible with Draw Fire and his abilities to evade hits/damage. Skill focusing his Persuasion (rather than tactics) is aimed at that, as well his ability to get equipment and personnel for his squadrons by convincing superiors in the military that he has the right plan. Wraith Squadron, for example, is formed by convincing Ackbar to give X-Wings to a group of rejects from other units. No bureaucracy checks needed. (Wedge is described as shying heavily away from the politics of military leadership.) He gives up some BAB to do everything he does, but that’s the burden of command. In terms of character development, Wedge starts becoming more reflective of the nature of violence and warfare and is able to spend a couple Force Points over the years to drop his Dark Side Score.
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General Wedge Antilles (27 ABY, as of Battle of Coruscant) (CL 17)
Medium (Middle-aged) Human Noble 2/Scoundrel 3/Soldier 2/Ace Pilot 7/Officer 3
Destiny Points: 2;
Force Points: 6;
Dark Side Score: 0
Initiative: +14;
Senses: Perception +13
Languages: Basic, Bocce, Drallish, Mandaba, Mon Calamarian, Old Corellian, Shyriiwook (understand only), Sullustese
DefensesReflex Defense: 33 (Flat-Footed: 31), Fortitude Defense: 29, Will Defense: 34;
Labyrinthine Mind, Vehicular Combat,
Vehicular Evasion,
Juke, Vehicle Dodge (+3), Command Cover (+1)
Hit Points: 88, Damage Threshold: 29
Offense
Speed: 6 squares
Melee: Unarmed +13 (1d4+8)
Ranged: By Weapon +15
Note: Additional +2 with starfighter vehicle weapons (Vehicle Focus); reroll vehicle weapon attack 1/encounter (Gunnery Specialist)
Base Attack Bonus: +13, Grapple +15
Attack Options: Burst Fire, Point-Blank Shot, Precise Shot
Special Actions: Born Leader, Draw Fire, Hyperdriven, Vehicle Focus (Starfighters), Assault Tactics, Exploit Weakness, Share Talent (Draw Fire)
Starship Maneuvers Suite (Pilot +25):
Ackbar Slash, Angle Deflector Shields, Corellian Slip, Evasive Action, I Have You Now, Intercept, Snap Roll (4), Target Lock, Wotan Weave
Base StatsAbilities: Strength 10, Dexterity 15, Constitution 10, Intelligence 17, Wisdom 17, Charisma 14
Talents: Born Leader, Labyrinthine Mind, Draw Fire, Hyperdriven, Vehicular Evasion, Vehicle Focus, Juke, Assault Tactics, Squadron Maneuvers (Juke), Exploit WeaknessFeats: Linguist, Weapon Proficiency (Pistols), Weapon Proficiency (Simple), Vehicular Combat, Starship Tactics (3), Skill Focus (Pilot), Point-Blank Shot, Precise Shot, Weapon Proficiency (Rifles), Burst Fire, Skill Focus (Persuasion), Gunnery Specialist, Adaptable Talent (Legendary Commander)
Skills: Deception +15, Initiative +15, Knowledge (Tactics) +16, Mechanics +16, Perception +16, Persuasion +20, Pilot +25 (may always take 10 piloting starfighters), Ride +15, Stealth +15, Use Computer +16
Possessions: New Republic Uniform, Blaster Pistol, Comlink (short-range, encrypted), Datapad, Encrypted War Plans
Destinies completed: Rescue, Education
Design Notes:
Don’t let the rank of General fool you; Wedge is a naval commander by the middle of the Yuuzhan Vong war, routinely leading fleets of capital ships. His tactical abilities are better than ever and his hard-won experience in the cockpit still compensates for the slowing reflexes of age. Wedge spent the last 20 years on a variety of assignments, leading Rogue Squadron at various points but also commanding task forces, construction droids, and even a Super Star Destroyer when the mission calls for it. Adaptable Talent lets him make full use of the biggest ships out there when needed, as the Legendary Commander he is. When he’s with a fighter squadron, they now get the benefits of Juke (I believe they don’t need to meet the prerequisites as long as he does, otherwise the Squadron Maneuver should be for Vehicular Evasion). And his total scoundrel/ace pilot levels are up to 10, for a very nice Hyperdriven bonus in any starship encounter. Wedge has found inner peace with the fact he needs to fight the enemy, whether they’re Imperials or Vong, not as a matter of revenge, but for the lives and freedoms of the galaxy at large. He gives this advice to others in a mentor role in various Allston books, so it felt reasonable to drop his Dark Side to 0.