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MOOKS

Started by tomcat, Jul 12, 2015, 03:54 PM

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tomcat

MOOKS

This thread is for me to post stat blocks or other information I need as a GM.

***SPOILERS BELOW***

Don't peruse the thread if you want to keep some things suspenseful.
Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

BANDO GORA GRUNT                 CL 3

This Bando Gora is a basic melee grunt type.  He'll charge you like an ape and hit you hard with his flailing arms. The swift punches of the basic melee Bando Gora cause quite a bit of damage.

Medium near-Human soldier 3
Force 2; Destiny 0; Dark Side 8
Init +7; Senses normal; Perception +2
Languages Basic
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Defenses Ref 16 (flat-footed 14), Fort 17, Will 12
hp 47; second wind +15/23; Threshold 17; Resist Enervation [spend a Force Point to avoid being moved down the condition track - CWCG p.56]
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Speed 6 squares
Melee unarmed +9 (1d6+4) with Hammerblow or
Melee unarmed +7 (2d6+4) with Hammerblow and Rapid Strike or
Melee unarmed +11 (1d6+5) with Hammerblow and Powerful Charge or
Melee unarmed +9 (2d6+5) with Hammerblow, Powerful Charge & Rapid Strike
Ranged by weapon +4
Base Atk +3; Grp +6
Atk Options Hammerblow [if attacking unarmed, double strength bonus on attacks - LECG p.31] Powerful Charge [when you charge, you gain a +2 to attack roll and deal additional damage equal to half your level - Core p.87] Rapid Strike [may make two attacks with melee weapon, -2 penalty to attack roll but deal additional die of damage - Core p.88]
Special Actions none
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Abilities Str 17 (+3), Dex 13 (+1), Con 15 (+2), Int 11 (+0), Wis 8 (-1), Cha 9 (-1)
Talents Hammerblow [if attacking unarmed, double strength bonus on attacks - LECG p.31] Resist Enervation [spend a Force Point to avoid being moved down the condition track - CWCG p.56]
Feats Armor Proficiency (light, medium) [Core p.82], Force Sensitivity [may make Use the Force tests - Core p.85] Martial Arts I [increase melee damage dice by 1 step, and gain a +1 Dodge bonus to Reflex score - Core p.86] Powerful Charge [when you charge, you gain a +2 to attack roll and deal additional damage equal to half your level - Core p.87] Rapid Strike [may make two attacks with melee weapon, -2 penalty to attack roll but deal additional die of damage - Core p.88]  Weapon Proficiency (pistols, rifles, simple weapons) [Core p.89]
Primary Skills Climb +9, Endurance +8, Initiative +7, Jump +9, Perception +2, Use the Force +0
Secondary Skills Acrobatics +2, Deception +0, Gather Information +0, Knowledge +1, Mechanics +1, Persuasion +0, Pilot +2, Ride +2, Stealth +2, Survival +0, Swim +4, Treat Injury +0, Use Computer +1
Possessions none
Notes Near-human eye and skin variations: black mottled skin and glowing red or blue eyes; upon death, the dark Force energy that was used to transform these beings consumes them in a red-smokey fire that leaves nothing but a black husk.

Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

BANDO GORA SOLDIER                 CL 7

Another, more powerful type of Bando Gora wears a skull mask and carries a spear trailing green stuff. The sinister, glow-eyed, skull-wearing types are tougher to take down and use taser-poles to hurt you.

Medium near-Human non-heroic 4/Jedi 1/scout 1/soldier 1/Force adept 3
Force 4, Strong in the Force; Dark Side 10
Init +10; Senses normal; Perception +9
Languages Basic
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Defenses Ref 19 (flat-footed 19), Fort 21, Will 23; Primitive Block [may negate a melee attack by making an opposed Use the Force check against the attack roll, must have a weapon and you take a cumulative -5 for each time you use; may spend a Force point to negate an attack on an adjacent PC; may use it against melee area affects - KOTOR p.38]
hp 59; second wind +14/29; Threshold 21;  Bando Gora Surge [whenever you go up the CT by any means, you gain 5+heroic level hit points that last until the end of the encounter - CWCG p.55]
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Speed 6 squares
Melee unarmed +9 (1d4+5)
Melee force pike +10 (3d8+5) or
Melee force pike +10 (3d8+7) with both hands or
Ranged by weapon +7
Base Atk +7; Grp +9
Atk Options Empower Weapon [as Full-round action, you may spend a Force point to empower a weapon and grant it an additional die of damage - Core p.214] Force Fighter [whenever you spend a Force point on an attack, you heal the a number of hit points equal to Force die result, if the attack hits - CWCG p.56] Shake it Off [two swift actions to reduce CT by 1 - Core p.88] Victorious Force Mastery [whenever an enemy you have damaged in this encounter is reduced to 0 hit points, you may automatically return one Force power to your suite - CWCG p.56]
Special Actions none
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Abilities Str 14 (+2), Dex 10 (+0), Con 14 (+2), Int 11 (+0), Wis 14 (+2), Cha 15 (+2)
Talents Bando Gora Surge [whenever you go up the CT by any means, you gain 5+heroic level hit points that last until the end of the encounter - CWCG p.55] Empower Weapon [as Full-round action, you may spend a Force point to empower a weapon and grant it an additional die of damage - Core p.214] Force Fighter [whenever you spend a Force point on an attack, you heal the a number of hit points equal to Force die result, if the attack hits - CWCG p.56] Primitive Block [may negate a melee attack by making an opposed Use the Force check against the attack roll, must have a weapon and you take a cumulative -5 for each time you use; may spend a Force point to negate an attack on an adjacent PC; may use it against melee area affects - KOTOR p.38] Victorious Force Mastery [whenever an enemy you have damaged in this encounter is reduced to 0 hit points, you may automatically return one Force power to your suite - CWCG p.56]
Feats Armor Proficiency (light) [Core p.82] Force Sensitivity [Core p.85] Force Training [Core p.85] Improved Defenses [gain a +1 to all defense scores - Core p.85] Shake it Off [two swift actions to reduce CT by 1 - Core p.88] Skill Focus (Use the Force) [Core p.88] Skill Training (Endurance) [Core p.88] Strong in the Force [roll d8 on Force points used to adjust an attack, skill, or ability check - Core p.88] Weapon Focus (advanced melee) [gain a +1 to attack with focused weapon - Core p.89] Weapon Proficiency (advanced melee, simple weapons) [Core p.89]
Force Powers

battle strike [Core p.96](swift; self)
Roll UtF +17 against...
DC 15: +1 on next attack made before end of next turn, gain +1d6 damage
DC 20: as DC 15 but gain +2d6 damage
DC 25: as DC 15 but gain +3d6 damage
Spend a Force Point to deal an additional +2d6 damage
dark rage [Core p.96](swift; self) •Dark side
Roll UtF +17 against...
DC 15: gain a +2 rage bonus on melee attack rolls and melee damage until the end of your turn
DC 20: as DC 15 except +4
DC 25: as DC 15 except +6
While consumed by rage, cannot use skills or perform tests that require patience and/or concentration
Spend a Force Point to maintain the dark rage until the end of the encounter
surge [Core p.100](free; self)
Roll UtF +17 against...
DC 10: +10 Force bonus to Jump (+17), speed 8
DC 15: +20 Force bonus to Jump (+27), speed 10
DC 20: +30 Force bonus to Jump (+37), speed 12
Spend a Force Point to increase Jump bonus by +10 and movement by +2 squares
Using the surge power counts as a running start for determining a Jump DC
Spend a Destiny Point to gain +4 squares of movement; when you do so, you may also use any and all movement for the round as a part of a jump (no Jump check required)

Force Techniques Improved Dark Rage [ignore restrictions of skill and test use when using dark rage, also may activate if surprised - TFU p.88]
Primary Skills Endurance +12, Initiative +10, Perception +9, Use the Force +17
Secondary Skills Acrobatics +5, Climb +7, Deception +7, Gather Information +7, Jump +7, Knowledge (bureaucracy) +5, Knowledge (galactic lore) +5, Knowledge (life sciences) +5, Knowledge (physical sciences) +5, Knowledge (social sciences) +5, Knowledge (tactics) +5, Knowledge (technology) +5, Mechanics +5, Persuasion +7, Pilot +5, Ride +5, Stealth +5, Survival +7, Swim +7, Treat Injury +7, Use Computer +5
Possessions Cortosis Weave force pike (empowered), skull mask
Notes Near-human eye and skin variations: black mottled skin and glowing red or blue eyes; upon death, the dark Force energy that was used to transform these beings consumes them in a red-smokey fire that leaves nothing but a black husk.
Combo Bando Gora Surge + Shake It Off
Spend 2 swift actions to move +1 CT and gain 11 bonus hp
Combo Force Fighter + Strong in the Force
Spend a Force Point to add to an attack roll (best of 2d8), you heal a number of hp equal to the Force Point result if the attack hits.

Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

BANDO GORA SNIPER               CL 7

The third type is much more insidious. A sniper with a blowgun, firing at a high rate for a sniper, and with chilling accuracy.  Take this enemy out in any manner possible. Bando Gora snipers use blowguns to fire toxic projectiles at you. Like any sniper, they are usually found lurking in some crevice, raining death upon you. Unlike your average sniper however, Bando Gora snipers fire their blowguns at an alarmingly fast rate. The good news is that they are the weakest in terms of how much punishment they can endure.

Medium near-Human Scoundrel 7
Force 3; Dark Side 13
Init +12; Senses normal; Perception +11
Languages Basic
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Defenses Ref 23 (flat-footed 19), Fort 16, Will 19
hp 32; second wind +8/16; Threshold 16
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Speed 6 squares
Melee unarmed +4 (1d4+2)
Ranged blowgun +9 (3d8+3) or
Ranged blowgun +10 (3d8+4) with Point Blank shot or
Ranged blowgun +9 (4d8+3) with Deadeye or
Ranged blowgun +10 (4d8+4) with Point Blank shot and Deadeye or
Base Atk +5; Grp +9
Atk Options Cunning Attack [gain a +2 bonus to attack against those that are flat-footed - TFU p.33] Dastardly Strike [whenever you make a successful attack against an opponent considered Flat-footed, the target moves -1 on the CT - Core p.46] Deadeye [an aimed successful attack add additional die of damage - Core p.84] Desperate Gambit [once per turn, on a missed attack roll, you may roll again but suffer a -2 to Reflex (even if original roll was a 1, this suffers -5) - SAV p.21] Point Blank Shot [+1 bonus to attack and damage within Point blank - Core p.87] Precise Shot [may shoot or throw a ranged attack at a target in melee without suffering -5 to attack - Core p.87]
Special Actions Force Fighter [whenever you spend a Force point on an attack, you heal the a number of hit points equal to Force die result, if the attack hits - CWCG p.56] Malkite Techniques [once per encounter, you may poison a non-energy piercing/slashing weapon; if attack roll also exceeds target Fortitude, they are poisoned (see more below) - TOTG p.13] Trick Step [as a Swift action, make an opposed initiative check against an opponent in your LOS, if you succeed, the opponent is Flat-footed on your next attack before the end of your turn; if failed, you are considered Flat-footed to their next attack - RECG p.26]
---------------------------------------------------------------------------------
Abilities Str 9 (-1), Dex 18 (+4), Con 9 (-1), Int 16 (+3), Wis 13 (+1), Cha 10 (+0)
Talents Dastardly Strike [whenever you make a successful attack against an opponent considered Flat-footed, the target moves -1 on the CT - Core p.46] Force Fighter [whenever you spend a Force point on an attack, you heal the a number of hit points equal to Force die result, if the attack hits - CWCG p.56] Malkite Techniques [once per encounter, you may poison a non-energy piercing/slashing weapon; if attack roll also exceeds target Fortitude, they are poisoned (see more below) - TOTG p.13] Trick Step [as a Swift action, make an opposed initiative check against an opponent in your LOS, if you succeed, the opponent is Flat-footed on your next attack before the end of your turn; if failed, you are considered Flat-footed to their next attack - RECG p.26]
Feats Cunning Attack [gain a +2 bonus to attack against those that are flat-footed - TFU p.33] Deadeye [an aimed successful attack add additional die of damage - Core p.84] Desperate Gambit [once per turn, on a missed attack roll, you may roll again but suffer a -2 to Reflex (even if original roll was a 1, this suffers -5) - SAV p.21] Exotic Weapon Proficiency (dart gun) [Core p.84] Force Sensitivity [Core p.85] Point Blank Shot [+1 bonus to attack and damage within Point blank - Core p.87] Precise Shot [may shoot or throw a ranged attack at a target in melee without suffering -5 to attack - Core p.87] Skill Focus (Stealth) [Core p.88] Weapon Proficiency (pistols, simple weapons) [Core p.89]
Primary Skills Acrobatics +12, Deception +8, Initiative +12, Knowledge (life sciences) +11, Perception +11, Pilot +12, Stealth +17, Use the Force +8
Secondary Skills Climb +2, Endurance +2, Gather Information +3, Jump +2, Knowledge (bureaucracy) +6, Knowledge (galactic lore) +6, Knowledge (physical sciences) +6, Knowledge (social sciences) +6, Knowledge (tactics) +6, Knowledge (technology) +6, Mechanics +6, Persuasion +3, Ride +7, Survival +4, Swim +2, Treat Injury +4, Use Computer +6
Possessions dart gun (similar to the magna-caster in stealth)
Notes Near-human eye and skin variations: black mottled skin and glowing red or blue eyes; upon death, the dark Force energy that was used to transform these beings consumes them in a red-smokey fire that leaves nothing but a black husk.

Malkite techniques (continued) – if poisoned, the poison attacks each round at 1d20+7 against victim's Fortitude; if it succeeds, it causes 1d6+3 damage and reduces victim one step on the CT; a target moved to the end of the CT is unconscious, although the poison will still continue to attack their system until dead; the poison continues to attack each round until it misses or a Treat Injury (DC 17) is performed.
 

Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

BANDO GORA CAPTAIN                 CL 11

Bando Gora captains usually wore terrifying masks with long, downward horns and carried staffs which emitted green balls of fire.

Medium near-Human Jedi 3/scout 1/soldier 3/Force adept 4
Force 3, Strong in the Force; Destiny 0; Dark Side 17
Init +11; Senses normal; Perception +10
Languages Basic
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Defenses Ref 24 (flat-footed 23), Fort 25, Will 28; Primitive Block [may negate a melee attack by making an opposed Use the Force check against the attack roll, must have a weapon and you take a cumulative -5 for each time you use; may spend a Force point to negate an attack on an adjacent PC; may use it against melee area affects - KOTOR p.38]
hp 102; second wind +25/51; Threshold 25; Bando Gora Surge [whenever you go up the CT by any means, you gain 5+heroic level hit points that last until the end of the encounter - CWCG p.55] Resist Enervation [spend a Force Point to avoid being moved down the condition track - CWCG p.56]
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Speed 6 squares
Melee unarmed +10 (1d4+6)
Melee Bando Gora Captain's staff +11 (2d6+7) with both hands or
Melee Bando Gora Captain's staff +1/+1 (2d6+6)
Ranged Bando Gora Captain's staff +11 (3d8+5 fire)
Base Atk +9; Grp +10
Atk Options none
Special Actions Dark Presence [as a standard action, you grant yourself and all allies within 6 squares a +1 bonus to all defenses until the end of the encounter, or if they move out of range, or if you are rendered unconscious or slain - Core p.101] Empower Weapon [as Full-round action, you may spend a Force point to empower a weapon and grant it an additional die of damage - Core p.214] Force Fighter [whenever you spend a Force point on an attack, you heal the a number of hit points equal to Force die result, if the attack hits - CWCG p.56] Power of the Dark Side [if you use a Force point to modify an attack roll, you may roll and additional die of damage and take the best result - Core p.101] Shake it Off [two swift actions to reduce CT by 1 - Core p.88]
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Abilities Str 12 (+1), Dex 12 (+1), Con 14 (+2), Int 10 (+0), Wis 17 (+3), Cha 14 (+2)
Special Qualities build lightsaber
Talents Bando Gora Surge [whenever you go up the CT by any means, you gain 5+heroic level hit points that last until the end of the encounter - CWCG p.55] Dark Presence [as a standard action, you grant yourself and all allies within 6 squares a +1 bonus to all defenses until the end of the encounter, or if they move out of range, or if you are rendered unconscious or slain - Core p.101] Empower Weapon [as Full-round action, you may spend a Force point to empower a weapon and grant it an additional die of damage - Core p.214] Force Fighter [whenever you spend a Force point on an attack, you heal the a number of hit points equal to Force die result, if the attack hits - CWCG p.56] Power of the Dark Side [if you use a Force point to modify an attack roll, you may roll and additional die of damage and take the best result - Core p.101] Primitive Block [may negate a melee attack by making an opposed Use the Force check against the attack roll, must have a weapon and you take a cumulative -5 for each time you use; may spend a Force point to negate an attack on an adjacent PC; may use it against melee area affects - KOTOR p.38] Resist Enervation [spend a Force Point to avoid being moved down the condition track - CWCG p.56]
Feats Exotic Weapon Proficiency (Bando Gora Captain's staff) [Core p.84], Force Boon [gain 3 additional Force points at each level - Core p.85] Force Sensitivity [Core p.85] Force Training (2) [Core p.85] Shake it Off [two swift actions to reduce CT by 1 - Core p.88] Skill Focus (Use the Force) [Core p.88] Strong in the Force [roll d8 on Force points used to adjust an attack, skill, or ability check - Core p.88] Weapon Focus (Bando Gora Captain's staff) [gain a +1 to attack with focused weapon - Core p.89] Weapon Proficiency (lightsabers, pistols, simple weapons) [Core p.89]
Force Powers

dark rage [Core p.96](swift; self) •Dark side
Roll UtF +17 against...
DC 15: gain a +2 rage bonus on melee attack rolls and melee damage until the end of your turn
DC 20: as DC 15 except +4
DC 25: as DC 15 except +6
While consumed by rage, cannot use skills or perform tests that require patience and/or concentration
Spend a Force Point to maintain the dark rage until the end of the encounter
fear (3) [KoTOR p.24](swift; 1 creature within 12 squares and LOS) •Dark side, mind-affecting
Roll UtF +17 against targets Will defense; if successful, see below to determine results
DC 15: target can only take one Standard action on their next turn
DC 20: target can only take one Move action on their next turn
DC 25: target can only take one Swift action on their next turn
DC 30: target can take no actions on their next turn
Spend a Force Point to impose a -2 penalty on all of the target's defenses until the beginning of your next turn
memory walk (2) [JATM p.27](standard; 1 creature with and intelligence of 3 or higher within 6 squares and LOS) •Dark side, mind-affecting
You torment the target by causing him to re-live his worst memories; roll UtF +17 against target's Will defense...
DC 20: suffers 2d6 of Force damage and loses Swift action on next turn
DC 25: as DC 20 except loses Move action on next turn
DC 30: as DC 20 except loses Standard action on next turn
DC 35: as DC 20 except loses Swift and Standard actions on next turn
Spend a Force Point to increase the damage caused by +2d6; maintain the memory walk, round to round, as a Standard action by re-rolling a UtF check and comparing results to table above; if you take damage while maintaining this power, you must succeed on a UtF DC 15+ amount of damage to continue maintaining.
repulse (2) [TFU p.77](standard; all adjacent opponents) •Telekinetic
Roll UtF +17 versus target's opposed roll of Strength check + BAB + size modifier
if successful, you push target back 1 square + 1 square for every 5 points exceeding the check, if pushed into a larger object, target takes 1d6 damage
Spend a Force Point to apply a -5 penalty to opponent's check, and deal 2d6 damage if pushed into larger object

Force Techniques Improved Dark Rage [ignore restrictions of skill and test use when using dark rage, also may activate if surprised - TFU p.88], Improved Repulse [may change the time of Repulse to a Full-round action to target all opponents in a 2-square radius; spend a Force point to increase this to a 4-square radius - TFU p.89]
Primary Skills Endurance +12, Initiative +11, Perception +10, Use the Force +17
Secondary Skills Acrobatics +6, Climb +6, Deception +7, Gather Information +7, Jump +6, Knowledge (bureaucracy) +5, Knowledge +5, Mechanics +5, Persuasion +7, Pilot +6, Ride +6, Stealth +6, Survival +8, Swim +6, Treat Injury +8, Use Computer +5
Possessions Bando Gora Captain's staff (empowered), horned mask
Notes Near-human eye and skin variations: black mottled skin and glowing red or blue eyes
Combo Bando Gora Surge + Shake It Off
Spend 2 swift actions to move +1 CT and gain 16 bonus hp
Combo Force Fighter + Strong in the Force + Power of the Dark Side
Spend a Force Point to add to an attack roll (best of 3d8), you heal a number of hp equal to the Force Point result if the attack hits.

Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

COMMANDO DROIDS            CL 6

Medium droid (4th-degree) soldier 4/nonheroic 4/elite trooper 1
Force 5
Init +13; Senses normal; Perception +11
Languages Basic (understand only), Binary, Dashadi (understand only), Khilese (understand only)
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Defenses Ref 23 (flat-footed 18), Fort 21, Will 18
hp 76; second wind +19/38; Current 0/76; Threshold 21
Immune droid traits
Condition normal (no penalty)
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Speed 6 squares
Melee bayonet +9 (1d8+3) or
Melee bayonet +9 (1d8+4) with both hands or
Ranged blaster carbine +13 (3d8+7) or
Ranged blaster carbine +14 (3d8+8) with Point Blank Shot or
Ranged blaster carbine +11 (3d8+7) with autofire or
Ranged blaster carbine +11 (4d8+7) with Rapid Shot or
Ranged blaster carbine +12 (3d8+8) with autofire and Point Blank Shot or
Ranged blaster carbine +9 (4d8+7) with autofire and Rapid Shot or
Ranged blaster carbine +12 (4d8+8) with Point Blank Shot and Rapid Shot or
Ranged blaster carbine +10 (4d8+8) with autofire Rapid Shot and Point Blank Shot or
Ranged frag grenade +12 (4d6+2, 2-square burst) or
Ranged light concussion missile launcher +12 (4d10+2, 2-square splash) or
Ranged light concussion missile launcher +13 (4d10+3, 2-square splash) with Point Blank Shot or
Ranged light concussion missile launcher +10 (5d10+2, 2-square splash) with Rapid Shot or
Ranged light concussion missile launcher +11 (5d10+3, 2-square splash) with Rapid Shot and Point Blank Shot
*blaster carbine is considered inaccurate so may not be fired at targets at long range
Fighting Space 1 square; Reach 1 square
Base Atk +8; Grp +12

Atk Options autofire (assault blaster rifle) [may target 2x2 area at -5 penalty and roll against all targets' Reflex in that area; hits do full damage, misses do half damage; costs 10 shots - Core p.156] Autofire Sweep [when making an autofire attack, can attack all targets in a six-square cone; origin square can be any in line of sight and within Point Blank range - LECG p.34] Controlled Burst [autofire or burst fire penalty reduced to -2 and no penalty if braced - Core p.212] Improved Suppression Fire [when you suppress an enemy with aid another, that target takes a -5 to all attacks until the beginning of your next turn; if targeting an area, all enemies take a -2 penalty - LECG p.21] Point Blank Shot [+1 to attack and damage if firing within point blank - Core p.87] Rapid Shot [-2 penalty on attack roll, but +1 die of damage; -5 if STR is less than 13 - Core p.88]
Special Actions Coordinated Attack [auto Aid Another - Core p.83]
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Abilities Str 13 (+1),  Dex 18 (+4), Con --- (---), Int 14 (+2), Wis 15 (+2), Cha 8 (-1)
Special Qualities delay damage [once per turn, may delay the damage and its effects until the end of your next turn - Core p.211]
Talents Controlled Burst [autofire or burst fire penalty reduced to -2 and no penalty if braced - Core p.212] Improved Suppression Fire [when you suppress an enemy with aid another, that target takes a -5 to all attacks until the beginning of your next turn; if targeting an area, all enemies take a -2 penalty - LECG p.21] Weapon Specialization (rifles) [+2 bonus on damage rolls - Core p.53]
Feats Armor Proficiency (light,medium) [Core p.82] Autofire Sweep [when making an autofire attack, can attack all targets in a six-square cone; origin square can be any in line of sight and within Point Blank range - LECG p.34] Coordinated Attack [auto Aid Another - Core p.83] Improved Defenses [+1 bonus to all defense scores - Core p.85] Martial Arts I [damage from unarmed attacks increases by one die step; you gain a +1 dodge bonus to your Reflex Defense - Core p.86] Point Blank Shot [+1 to attack and damage if firing within point blank - Core p.87] Rapid Shot [-2 penalty on attack roll, but +1 die of damage; -5 if STR is less than 13 - Core p.88]   Weapon Focus (rifles) [+1 on all attack rolls when using weapon class - Core p.89] Weapon Proficiency (heavy weapons, rifles, simple weapons) [Core p.89]
Primary Skills Endurance +9, Initiative +13, Knowledge (tactics) +11, Perception +11, Stealth +13
Secondary Skills Acrobatics +8, Climb +5, Deception +3, Gather Information +3, Jump +5, Knowledge (bureaucracy) +6, Knowledge (galactic lore) +6, Knowledge (life sciences) +6, Knowledge (physical sciences) +6, Knowledge (social sciences) +6, Knowledge (technology) +6, Mechanics +6, Persuasion +3, Pilot +8, Ride +8, Survival +6, Swim +5, Treat Injury +6, Use Computer +6
Systems walking locomotion, 2 hand appendages, heuristic processor, internal comlink, vocabulator
Possessions bayonet, blaster carbine (tech specialist mod; +2 damage) with Improved energy cell, frag grenade, light concussion missile launcher

Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

DUG MERCENARY CAPTAIN 1                 CL 5

Small Dug noble 3/soldier 2
Force 3; Destiny 0; Dark Side 1
Init +10; Senses normal; Perception +7
Languages Basic, Dug, Gran
---------------------------------------------------------------------------------
Defenses Ref 20 (flat-footed 17), Fort 18, Will 17
hp 44; Threshold 18
Current - captain 39/44
---------------------------------------------------------------------------------
Speed 6 squares

Melee unarmed +5 (1d3+3)

Ranged blaster pistol +8 (3d6+4) or
Ranged blaster pistol +9 (3d6+5) with Point Blank Shot or
Ranged blaster pistol +9 (3d6+4) with Careful Shot or
Ranged blaster pistol +10 (3d6+5) with Careful Shot and Point Blank Shot or
Ranged blaster carbine +7 (3d8+2) or
Ranged blaster carbine +8 (3d8+3) with Point Blank Shot or
Ranged blaster carbine +8 (3d8+2) with Careful Shot or
Ranged blaster carbine +9 (3d8+3) with Careful Shot and Point Blank Shot or
Ranged blaster carbine +2 (3d8+2) with autofire or
Ranged blaster carbine +3 (3d8+3) with autofire and Point Blank Shot or
Ranged blaster carbine +3 (3d8+2) with autofire and Careful Shot or
Ranged blaster carbine +4 (3d8+3) with autofire and Point Blank Shot and Careful Shot or
Ranged targeting blaster rifle +7 (3d6+2) or
Ranged targeting blaster rifle +8 (3d6+3) with Point Blank Shot or
Ranged targeting blaster rifle +8 (3d6+2) with Careful Shot or
Ranged targeting blaster rifle +9 (3d6+3) with Careful Shot and Point Blank Shot or
Ranged frag grenade +8 (4d6, 2 square burst)
Base Atk +4; Grp +2
Atk Options autofire [blaster carbine - take -5 penalty, but attack 2x2 square and do full damage if hit, half if miss], Careful Shot [if you aim before you attack, gain a +1 to attack roll - Core p.82], Point Blank Shot [+1 bonus to attack and damage within Point blank - Core p.87]
Special Actions Born leader [as a swift action, once per encounter, grant all allies in LOS a +1 bonus to attack - Core p.44], Coordinate [as a standard action, grant all allies within LOS a +1 bonus to Aid Another - Core p.44], Coordinated attack [automatic Aid Another or Supress Enemy as Standard Action]
---------------------------------------------------------------------------------
Abilities Str 12 (+1), Dex 17 (+3), Con 12 (+1), Int 12 (+1), Wis 11 (+0), Cha 11 (+0)
Talents Born leader [as a swift action, once per encounter, grant all allies in LOS a +1 bonus to attack - Core p.44], Coordinate [as a standard action, grant all allies within LOS a +1 bonus to Aid Another - Core p.44], Weapon Specialization (pistols) [+2 damage bonus with specialized weapon type - Core p.53]
Feats Armor Proficiency (light, medium) [Core p.82], Careful Shot [if you aim before you attack, gain a +1 to attack roll - Core p.82], Coordinated attack [automatic Aid Another or Supress Enemy as Standard Action - Core p.83], Point Blank Shot [+1 bonus to attack and damage within Point blank - Core p.87], Weapon focus (pistols) [+1 to ranged combat rolls- Core p.89], Weapon proficiency (pistols, rifles, simple)
Primary Skills Climb +3 (may reroll but must keep the result of the reroll even if worse; may take 10 even when distracted or threatened), Endurance +8, Initiative +10, Jump +3 (may reroll but must keep the result of the reroll even if worse; may take 10 even when distracted or threatened), Perception +7, Pilot +10, Stealth +10
Secondary Skills Acrobatics +5, Deception +2, Gather Information +2, Knowledge (bureaucracy) +3, Knowledge (galactic lore) +3, Knowledge (life sciences) +3, Knowledge (physical sciences) +3, Knowledge (social sciences) +3, Knowledge (tactics) +3, Knowledge (technology) +3, Mechanics +3, Persuasion +2, Ride +5, Survival +2, Swim +3, Treat Injury +2, Use Computer +3
Possessions blaster carbine, blaster pistol, frag grenade, targeting blaster rifle

Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

DUG MERCENARY 4                       CL 3

Small Dug nonheroic 6/soldier 1
Force 3; Destiny 0; Dark Side 1
Init +11; Senses normal; Perception +8
Languages Basic, Dug, Gran
---------------------------------------------------------------------------------
Defenses Ref 17 (flat-footed 14), Fort 15, Will 12
hp 32; Threshold 15
Mercenary D1 20/32
Mercenary D2 DEAD
Mercenary D3 32
Mercenary D4 11/32
---------------------------------------------------------------------------------
Speed 6 squares
Melee unarmed +6 (1d4+1)
Ranged blaster pistol +8 (3d6) or
Ranged blaster pistol +9 (3d6+1) with Point Blank Shot or
Ranged blaster carbine +9 (3d8+2) or
Ranged blaster carbine +10 (3d8+3)  with Point Blank Shot or
Ranged blaster carbine +4 (3d8+2) with autofire or
Ranged blaster carbine +5 (3d8+3) with autofire and Point Blank Shot or
Ranged targeting blaster rifle +9 (3d6+2) or
Ranged targeting blaster rifle +10 (3d6+3) with Point Blank Shot or
Ranged frag grenade +8 (4d6, 2 square burst)
Base Atk +5; Grp +3
Atk Options autofire [blaster carbine - take -5 penalty, but attack 2x2 square and do full damage if hit, half if miss], Point Blank Shot [+1 bonus to attack and damage within Point blank - Core p.87]
Special Actions Coordinated attack [automatic Aid Another or Supress Enemy as Standard Action]
---------------------------------------------------------------------------------
Abilities Str 12 (+1), Dex 17 (+3), Con 12 (+1), Int 12 (+1), Wis 11 (+0), Cha 10 (+0)
Talents Weapon Specialization (rifles) [+2 damage bonus with specialized weapon type - Core p.53]
Feats Coordinated attack [automatic Aid Another or Supress Enemy as Standard Action - Core p.83], Improved defenses [+1 bonus to Ref, Fort, and Will defenses - Core p.85], Point Blank Shot [+1 bonus to attack and damage within Point blank - Core p.87], Weapon focus (rifles) [+1 to ranged combat rolls- Core p.89], Weapon proficiency (pistols, rifles, simple)
Primary Skills Climb +4 (may reroll but must keep the result of the reroll even if worse; may take 10 even when distracted or threatened), Initiative +11, Jump +4 (may reroll but must keep the result of the reroll even if worse; may take 10 even when distracted or threatened), Perception +8, Stealth +11
Secondary Skills Acrobatics +6, Deception +3, Endurance +4, Gather Information +3, Knowledge (bureaucracy) +4, Knowledge (galactic lore) +4, Knowledge (life sciences) +4, Knowledge (physical sciences) +4, Knowledge (social sciences) +4, Knowledge (tactics) +4, Knowledge (technology) +4, Mechanics +4, Persuasion +3, Pilot +6, Ride +6, Survival +3, Swim +4, Treat Injury +3, Use Computer +4
Possessions blaster carbine, blaster pistol, frag grenade, targeting blaster rifle



Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

GRAN MERCENARY 8                       CL 3

Medium Gran nonheroic 6/soldier 1
Force 3; Destiny 0; Dark Side 1
Init +11; Senses darkvision; Perception +3
Languages Basic, Dug, Gran
---------------------------------------------------------------------------------
Defenses Ref 16 (flat-footed 13), Fort 15, Will 12
hp 32; Threshold 15
mercenary 1 28/32 CT -1
mercenary 2 27/32 CT -1
mercenary 3 29/32 CT -1
mercenary 4 32
mercenary 5 32
mercenary 6 32
mercenary 7 32
mercenary 8 32
---------------------------------------------------------------------------------
Speed 6 squares
Melee unarmed +6 (1d4+1)
Ranged blaster pistol +8 (3d6) or
Ranged blaster pistol +9 (3d6+1) with Point Blank Shot or
Ranged blaster carbine +9 (3d8+2) or
Ranged blaster carbine +10 (3d8+3)  with Point Blank Shot or
Ranged blaster carbine +4 (3d8+2) with autofire or
Ranged blaster carbine +5 (3d8+3) with autofire and Point Blank Shot or
Ranged targeting blaster rifle +9 (3d6+2) or
Ranged targeting blaster rifle +10 (3d6+3) with Point Blank Shot or
Ranged frag grenade +8 (4d6, 2 square burst)
Base Atk +5; Grp +8
Atk Options autofire [blaster carbine - take -5 penalty, but attack 2x2 square and do full damage if hit, half if miss], Point Blank Shot [+1 bonus to attack and damage within Point blank - Core p.87], Precise Shot [may make a ranged attack at an opponent engaged in melee at no penalty - Core p.87]
Special Actions Coordinated attack [automatic Aid Another or Supress Enemy as Standard Action]
---------------------------------------------------------------------------------
Abilities Str 12 (+1), Dex 16 (+3), Con 12 (+1), Int 10 (+0), Wis 11 (+0), Cha 12 (+1)
Special Qualities darkvision [ignore concealment from darkness], target awareness [no distance penalties on first 50 squares when making a Perception check], triple vision [once per encounter, can make an aim action at 1 Swift action cost], bonus conditional feat [gain Precise Shot if they have Point Blank Shot]
Talents Weapon Specialization (rifles) [+2 damage bonus with specialized weapon type - Core p.53]
Feats Coordinated attack [automatic Aid Another or Supress Enemy as Standard Action - Core p.83], Improved defenses [+1 bonus to Ref, Fort, and Will defenses - Core p.85], Point Blank Shot [+1 bonus to attack and damage within Point blank - Core p.87], Precise Shot [may make a ranged attack at an opponent engaged in melee at no penalty - Core p.87], Weapon focus (rifles) [+1 to ranged combat rolls- Core p.89], Weapon proficiency (pistols, rifles, simple)
Primary Skills Initiative +11
Secondary Skills Acrobatics +6, Climb +4, Deception +4, Endurance +4, Gather Information +4, Jump +4, Knowledge (bureaucracy) +3, Knowledge (galactic lore) +3, Knowledge (life sciences) +3, Knowledge (physical sciences) +3, Knowledge (social sciences) +3, Knowledge (tactics) +3, Knowledge (technology) +3, Mechanics +3, Perception +3, Persuasion +4, Pilot +6, Ride +6, Stealth +6, Survival +3, Swim +4, Treat Injury +3, Use Computer +3
Possessions blaster carbine, blaster pistol, frag grenade, targeting blaster rifle



Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

IMPERIAL OFFICERS (4)                       CL 5

Medium Human nonheroic 4/noble 3/officer 1
Force 2; Destiny 0; Dark Side 5
Init +3; Senses normal; Perception +10
Languages Basic, Bocce, Durese, High Galactic
---------------------------------------------------------------------------------
Defenses Ref 14 (flat-footed 15), Fort 14, Will 18
hp 33; Threshold 14
Current - IO 3 0, CT helpless
Current - IO 5 33
---------------------------------------------------------------------------------
Speed 6 squares
Melee unarmed +8 (1d4+2)
Ranged blaster pistol +5 (3d6+2)
Base Atk +6; Grp +6
Atk Options none
Special Actions Born leader [once per encounter, as Swift action grant all allies within LOS a +1 Insight bonus to attack rolls], Coordinate [as a Standard action, all allies grant additional +1 when they use Aid Another], Trust [may give up Standard action to an ally in LOS that may use it as an additional Standard or Move action], Vehicular combat [once per round (as reaction), if piloting vehicle may negate a hit on the vehicle by making an opposed Pilot test (DC is the attack roll that hit the vehicle); also considered proficient with vehicular weapons]
---------------------------------------------------------------------------------
Abilities Str 10 (+0), Dex 8 (-1), Con 10 (+0), Int 14 (+2), Wis 12 (+1), Cha 14 (+2)
Talents Born leader [once per encounter, as Swift action grant all allies within LOS a +1 Insight bonus to attack rolls], Coordinate [as a Standard action, all allies grant additional +1 when they use Aid Another], Trust [may give up Standard action to an ally in LOS that may use it as an additional Standard or Move action]
Feats Armor pro (light), Linguist, Skill focus (Perception), Skill training (Pilot, Use computer), Toughness, Vehicular combat [once per round (as reaction), if piloting vehicle may negate a hit on the vehicle by making an opposed Pilot test (DC is the attack roll that hit the vehicle); also considered proficient with vehicular weapons], Weapon pro (pistols, rifles, simple)
Skills Acrobatics +3, Climb +4, Deception +6, Endurance +4, Gather Information +6, Initiative +3, Jump +4, Knowledge (tactics) +11, Mechanics +6, Perception +10, Persuasion +16, Pilot +8, Ride +3, Stealth +3, Survival +5, Swim +4, Treat Injury +5, Use Computer +11, Use the Force +6
Possessions blaster pistol, code cylinder, comlink (encrypted), officer's uniform

Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

IMPERIAL SECURITY BUREAU OFFICER (1)                       CL 9

Medium Human noble 4/scout 3/enforcer 2
Force 5; Destiny 0; Dark Side 6
Init +10; Senses normal; Perception +10
Languages Basic, Bocce, Bothese, Durese, High Galactic, Huttese
---------------------------------------------------------------------------------
Defenses Ref 26 (flat-footed 24), Fort 21, Will 22
hp 60; Current 60; Threshold 21
---------------------------------------------------------------------------------
Speed 6 squares
Melee unarmed +6 (1d6+4)
Ranged blaster pistol +8 (3d6+4)
Base Atk +6; Grp +7
Atk Options Charging fire [look in book if I decide to use this, but it seems useless], Cover bracing [as a single Swift action, may brace an autofire weapon if adjacent to a wall that provides you cover against target squares], Point Blank Shot [+1 bonus to attack and damage within Point blank], Precise Shot [no penalty when firing into melee]
Special Actions Demand surrender [once per encounter, as a Standard action may make a Persuasion roll against target whose reduced to 1/2 hit points or less versus their Will defense to demand they surrender], Presence [may make a Persuasion (Intimidate) check as a Standard action instead of Full-round], Shake it off [two swift actions to reduce CT by 1], Surveillance [as a full-round action, make a Perception check against a target within LOS; the DC is the greater of 15 or their Stealth roll; you and all allies within LOS gain a +2 Insight bonus to attacks against target until end of your next turn], Targeted suspect +1 [if an opponent acts during combat, may take a full-round action to observe and gain a +1 bonus on attacks, deception, perception and persuasion - benefits last for duration of encounter]
---------------------------------------------------------------------------------
Abilities Str 10 (+0), Dex 12 (+1), Con 13 (+1), Int 14 (+2), Wis 12 (+1), Cha 14 (+2)
Talents Acute senses [may reroll Perception check, but must keep new roll], Cover bracing [as a single Swift action, may brace an autofire weapon if adjacent to a wall that provides you cover against target squares], Demand surrender [once per encounter, as a Standard action may make a Persuasion roll against target whose reduced to 1/2 hit points or less versus their Will defense to demand they surrender], Presence [may make a Persuasion (Intimidate) check as a Standard action instead of Full-round], Surveillance [as a full-round action, make a Perception check against a target within LOS; the DC is the greater of 15 or their Stealth roll; you and all allies within LOS gain a +2 Insight bonus to attacks against target until end of your next turn]
Feats Charging fire [look in book if I decide to use this, but it seems useless], Linguist, Martial arts I, Point Blank Shot [+1 bonus to attack and damage within Point blank], Precise Shot [no penalty when firing into melee], Shake it off [two swift actions to reduce CT by 1], Skill training (Endurance), Skill focus (Gather information, Persuasion), Weapon focus (pistols), Weapon pro (pistols, simple)
Skills Acrobatics +5, Climb +4, Deception +11, Endurance +10, Gather Information +16, Initiative +10, Jump +4, Knowledge (bureaucracy, social sciences) +11, Mechanics +6, Perception +10 [may reroll, but must keep new roll], Persuasion +16, Pilot +5, Ride +5, Stealth +10, Survival +5, Swim +4, Treat Injury +5, Use Computer +11, Use the Force +6
Possessions blaster pistol, code cylinder, comlink (encrypted), credit chip, datapad, ISB uniform

Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

STORMTROOPERS (25)                 CL 2

Medium Human Nonheroic 6
Force 0; Destiny 0; Dark Side 1
Init +11; Senses normal, low-light vision; Perception +10
Languages Basic
---------------------------------------------------------------------------------
Defenses Ref 19 (flat-footed 16), Fort 12, Will 10
hp 18; Threshold 12
Current
Trooper 01 - DEAD  |  Trooper 06 - DEAD  |  Trooper 11 - DEAD  |  Trooper 16 - 00/18  |  Trooper 21 - 00/18
Trooper 02 - DEAD  |  Trooper 07 - DEAD  |  Trooper 12 - DEAD  |  Trooper 17 - DEAD  |  Trooper 22 - DEAD
Trooper 03 - DEAD  |  Trooper 08 - 00/18  |  Trooper 13 - DEAD  |  Trooper 18 - DEAD  |  Trooper 23 - 00/18
Trooper 04 - DEAD  |  Trooper 09 - DEAD  |  Trooper 14 - DEAD  |  Trooper 19 - 11/18 |  Trooper 24 - 00/18
Trooper 05 - DEAD  |  Trooper 10 - DEAD  |  Trooper 15 - DEAD  |  Trooper 20 - DEAD  |  Trooper 25 - DEAD
---------------------------------------------------------------------------------
Speed 6 squares
Melee unarmed +6 (1d4+1)
Ranged blaster rifle +8 (3d8) or
Ranged blaster rifle +9 (3d8+1) with Point Blank or
Ranged blaster rifle +3 (3d8, 2x2 square) with autofire or
Ranged blaster rifle +4 (3d8+1, 2x2 square) with autofire and Point Blank or
Ranged 6 frag grenade +8 (4d6+1, 2 square burst)
Ranged 8/10/12 frag grenade +5/+2/-3 (4d6, 2 square burst)
Base Atk +4; Grp +7
Atk Options autofire [blaster rifle - take -5 penalty, but attack 2x2 square and do full damage if hit, half if miss] Point Blank Shot [+1 to attack and damage if firing within point blank - Core p.87]
Special Actions Aid Another + Rapport (standard action) [select 1 opponent, make an attack Blaster Rifle +9 vs Ref 10; grant a single ally a +4 attack bonus against that opponent on their next attack roll]
---------------------------------------------------------------------------------
Abilities Str 15 (+2), Dex 16 (+3), Con 10 (+0), Int 12 (+1), Wis 10 (+0), Cha 8 (-1)
Special Qualities Rapport [when using Aid Another, grant an additional +2 insight bonus to those you are assisting - TFU p.34]
Talents none
Feats Armor pro (light) Point Blank Shot [+1 to attack and damage if firing within point blank - Core p.87] Rapport [when using Aid Another, grant an additional +2 insight bonus to those you are assisting - TFU p.34] Weapon focus (Blaster rifle) [+1 to ranged combat rolls - Core p.89], Weapon pro (pistols, rifles, simple)
Primary Skills Endurance +8, Initiative +11, Perception +10
Secondary Skills Acrobatics +6, Climb +5, Deception +2, Gather Information +2, Jump +5, Knowledge +4, Mechanics +4, Persuasion +2, Pilot +6, Ride +6, Stealth +6, Survival +3, Swim +5, Treat Injury +3, Use Computer +4
Possessions stormtrooper armor [+6 armor, +2 equipment], blaster rifle, frag grenade, utility belt with medpac


Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

HEAVY STORMTROOPERS (10)                       CL 2

Medium Human Nonheroic 8
Force 0; Destiny 0; Dark Side 1
Init +4; Senses normal. low-light vision; Perception +10
Languages Basic
---------------------------------------------------------------------------------
Defenses Ref 16 (flat-footed 16), Fort 12, Will 9
hp 20; Threshold 12
Current - trooper 5 0, CT helpless
Current - trooper 9 DEAD
---------------------------------------------------------------------------------
Speed 6 squares
Melee unarmed +8 (1d4+2)
Ranged light repeating blaster (autofire) +2 (3d8) or
Ranged light repeating blaster (autofire) braced +5 (3d8) or
Ranged light repeating blaster (autofire) with burst fire +2 (5d8) or
Ranged light repeating blaster (autofire) with burst fire braced +5 (5d8) or
Ranged light repeating blaster (autofire) at point blank +3 (3d8+1) or
Ranged light repeating blaster (autofire) braced at point blank +6 (3d8+1) or
Ranged light repeating blaster (autofire) with burst fire at point blank +3 (5d8+1) or
Ranged light repeating blaster (autofire) with burst fire braced at point blank +6 (5d8+1)
Ranged frag grenade +6 (4d6, 2 square burst)
Base Atk +6; Grp +8
Atk Options autofire [light repeating blaster - take -5 penalty, but attack 2x2 square and do full damage if hit, half if miss; uses 10 shots], Burst fire [take -5 penalty, but attack indivdual and do additional 2 die of damage; uses 5 shots], Point blank shot [+1 to attack and damage rolls with ranged weapons in the point blank range]
Special Actions Brace [costs 2 swift actions but autofire penalty is -2, not -5; may only brace weapons with an extended stock]
---------------------------------------------------------------------------------
Abilities Str 12 (+1), Dex 11 (+0), Con 10 (+0), Int 12 (+1), Wis 9 (-1), Cha 8 (-1)
Talents none
Feats Armor pro (light), Burst fire [take -5 penalty, but attack indivdual and do additional 2 die of damage; uses 5 shots], Point blank shot [+1 to attack and damage rolls with ranged weapons in the point blank range], Weapon focus (rifles) [+1 to ranged combat rolls], Weapon pro (heavy, rifles, simple)
Skills Acrobatics +4, Climb +6, Deception +3, Endurance +9, Gather Information +3, Initiative +4, Jump +6, Knowledge +5, Mechanics +10, Perception +10, Persuasion +3, Pilot +4, Ride +4, Stealth +4, Survival +3, Swim +6, Treat Injury +3, Use Computer +5, Use the Force +3
Possessions stormtrooper armor [+6 armor, +2 equipment], light repeating blaster, frag grenade, utility belt with medpac

Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

STORMTROOPER - OFFICERS (4)                       CL 7

Medium Human nonheroic 4/soldier 2/noble 3/officer 1
Force 8; Destiny 3; Dark Side 5
Init +7; Senses normal, low-light vision; Perception +5
Languages Basic, Mando'a
---------------------------------------------------------------------------------
Defenses Ref 21 (flat-footed 19), Fort 21, Will 21
hp 61; second wind +15/30  Threshold 21
Current - SO 1 DEAD
Current - SO 2 12/61
Current - SO 3 18/61
Current - SC 1 39/71
---------------------------------------------------------------------------------
Speed 6 squares
Melee unarmed +12 (1d4+3)
Ranged blaster carbine +10 (3d8+3) or
Ranged blaster carbine +11 (3d8+4) with Point Blank or
Ranged blaster carbine +5 (3d8+3, 2x2 square) with autofire or
Ranged blaster carbine +6 (3d8+4, 2x2 square) with autofire and Point Blank or
Ranged blaster carbine +5 (5d8+3) with Burst Fire or
Ranged blaster carbine +6 (5d8+4) with Burst Fire and Point Blank or
Ranged blaster carbine +8 (4d8+3) with Rapid Shot or
Ranged blaster carbine +9 (4d8+4) with Rapid Shot and Point Blank or
Ranged blaster carbine +3 (4d8+3, 2x2 square) with autofire and Rapid Shot or
Ranged blaster carbine +4 (4d8+4) with autofire, Rapid Shot and Point Blank or
Ranged blaster pistol +10 (3d6+3) or
Ranged blaster pistol +11 (3d6+4) with Poing Blank or
Ranged blaster pistol +8 (4d6+3) with Rapid Shot or
Ranged blaster pistol +9 (4d6+4) with Rapid Shot and Point Blank or
Ranged frag grenade +10 (4d6+3, s-square burst)
Base Atk +8; Grp +12
Atk Options autofire [blaster carbine - take -5 penalty, but attack 2x2 square and do full damage if hit, half if miss] Burst Fire [when firing a weapon with autofire capability, may fire a short burst at single target at a -5 to ranged combat, but gain +2 dice of damage - cannot stack with Rapid Shot; expends 5 shots - Core p.82] Point Blank Shot [+1 to attack and damage if firing within point blank - Core p.87] Rapid Shot [may fire two shots with a ranged weapon but suffer a -2 to attack and gain +1 dice of damage; does not stack with Burst Fire - Core p.88]
Special Actions Born leader [once per encounter, as Swift action grant all allies within LOS a +1 Insight bonus to attack rolls - Core p.44] Coordinate [as a Standard action, all allies grant additional +1 when they use Aid Another - Core p.44] Coordinated Attack [automatic aid another of suppress if target is adjacent or within Point Blank range - Core p.83] Trust [may give up Standard action to an ally in LOS that may use it as an additional Standard or Move action - Core p.44]
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Abilities Str 18 (+4), Dex 15 (+2), Con 10 (+0), Int 12 (+1), Wis 10 (+0), Cha 8 (-1)
Talents Armored Defense [may add heroic level or armor level, whichever is higher - Core p.52] Born leader [once per encounter, as Swift action grant all allies within LOS a +1 Insight bonus to attack rolls - Core p.44] Coordinate [as a Standard action, all allies grant additional +1 when they use Aid Another - Core p.44] Trust [may give up Standard action to an ally in LOS that may use it as an additional Standard or Move action - Core p.44]
Feats Armor Proficiency (light, medium) [Core p.82] Burst Fire [when firing a weapon with autofire capability, may fire a short burst at single target at a -5 to ranged combat, but gain +2 dice of damage - cannot stack with Rapid Shot; expends 5 shots - Core p.82] Coordinated Attack [automatic aid another of suppress if target is adjacent or within Point Blank range - Core p.83] Improved Defenses [+1 bonus to all defenses - Core p.85] Point Blank Shot [+1 to attack and damage if firing within point blank - Core p.87] Rapid Shot [may fire two shots with a ranged weapon but suffer a -2 to attack and gain +1 dice of damage; does not stack with Burst Fire - Core p.88] Republic Military Training [as a Reaction, gain a DR 10 against an attack if you have cover - KOTOR p.35] Weapon Proficiency (heavy, pistols, rifles, simple) [Core p.89]
Primary Skills Knowledge (tactics) +11, Persuasion +9, Use Computer +11
Secondary Skills Acrobatics +7, Climb +9, Deception +4, Endurance +5, Gather Information +4, Initiative +7, Jump +9, Knowledge (bureaucracy) +6, Knowledge (galactic lore) +6, Knowledge (life sciences) +6, Knowledge (physical sciences) +6, Knowledge (social sciences) +6, Knowledge (technology) +6, Mechanics +6, Perception +5, Pilot +7, Ride +7, Stealth +7, Survival +5, Swim +9, Treat Injury +5
Possessions blaster carbine with 3 spare power packs, blaster pistol with spare power pack, 3 frag grenades, stormtrooper armor (+6 armor, +2 equipment), utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser)

Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]