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NPC's

Started by tomcat, Aug 06, 2011, 05:27 PM

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tomcat

Aug 06, 2011, 05:27 PM Last Edit: Jul 12, 2015, 11:14 AM by tomcat
NPC's

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.
Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 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

Nov 05, 2013, 04:37 PM #1 Last Edit: Apr 30, 2014, 10:20 AM by tomcat
HAR'ZIC            CL 9


Medium Dashade soldier 4/scout 2/scoundrel 2/elite trooper 1
Force 7; Destiny 2; Dark Side 6
Init +13; Senses normal; Perception +5
Languages Basic, Dashadi, Kaleesh
------------------------------------------------------
Defenses Ref 27 (flat-footed 21), Fort 25, Will 21; Evasion [area attacks do half or no damage - Core p.50]
hp 103; second wind +25/51; Current 0/103; Threshold 25; delay damage [once per turn, may delay the damage and its effects until the end of your next turn - Core p.211]
Immune +5 to Fortitude Defense against effects of extreme cold, extreme heat and radiation, +5 to Fortitude Defense and Will Defense against Use the Force checks
Condition normal (no penalty)
------------------------------------------------------
Speed 6 squares, Running Attack [may move before and after an attack as long as distance moved is not greater than your speed - Core p.88]
Melee combat gloves +10 (1d8+8)
Ranged heavy blaster rifle +12 (3d10+12) or
Ranged heavy blaster rifle +13 (3d10+13) with Point Blank Shot or
Ranged heavy blaster rifle +10 (3d10+12) with autofire or
Ranged heavy blaster rifle +12 (3d10+12) with autofire (braced) or
Ranged heavy blaster rifle +10 (4d10+12) with Rapid Shot or
Ranged heavy blaster rifle +11 (3d10+13) with Point Blank Shot autofire or
Ranged heavy blaster rifle +13 (3d10+13) with Point Blank Shot autofire (braced) or
Ranged heavy blaster rifle +11 (4d10+13) with Point Blank Shot Rapid Shot or
Ranged frag grenade +11 (4d6+4, 2-square burst)
*heavy blaster rifle is considered inaccurate so may not be fired at targets at long range
Base Atk +7; Grp +11
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] Assured Attack [may reroll the lowest damage die but must keep the new result - RECG p.28] Controlled Burst [autofire or burst fire penalty reduced to -2 and no penalty if braced - Core p.212] Desperate Gambit [once per turn, may reroll a missed attack (even if it was a natural 1) but suffer a -2 to Reflex defense (-5 if rerolling a natural 1 failure) until the end of your next turn - SAV p.21] Devastating Attack (heavy weapons) [damage threshold of target is reduced by 5 when using the weapon group - Core p.53] 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] Targeted Area [when making an area attack, pick one target within the area and apply additional 5 points of damage before applying the effect of Evasion - TUR p.28]
Special Actions Fool's Luck [as standard action, may spend a FP and gain +1 on attacks, +5 on skills, or +1 to all defenses for the encounter - Core p.46] Shake It Off [two swift actions to reduce CT by 1 - Core p.88]
------------------------------------------------------
Abilities Str 17 (+3),  Dex 18 (+4), Con 14 (+2), Int 14 (+2), Wis 12 (+1), Cha 10 (+0)
Special Qualities environmental adaptation [+5 to Fortitude Defense against effects of extreme cold, extreme heat and radiation] delay damage [once per turn, may delay the damage and its effects until the end of your next turn - Core p.211] fearsome reputation [may reroll Persuasion checks to intimidate and keep the better result] force resistance [+5 to Fortitude Defense and Will Defense against Use the Force checks]
Talents Controlled Burst [autofire or burst fire penalty reduced to -2 and no penalty if braced - Core p.212] Devastating Attack (heavy weapons) [damage threshold of target is reduced by 5 when using the weapon group - Core p.53] Evasion [area attacks do half or no damage - Core p.50] Fool's Luck [as standard action, may spend a FP and gain +1 on attacks, +5 on skills, or +1 to all defenses for the encounter - Core p.46] Weapon Specialization (rifles) [+2 bonus on damage rolls - Core p.53]

Feats Armor Proficiency (light,medium) [Core p.82] Assured Attack [may reroll the lowest damage die but must keep the new result - RECG p.28] Desperate Gambit [once per turn, may reroll a missed attack (even if it was a natural 1) but suffer a -2 to Reflex defense (-5 if rerolling a natural 1 failure) until the end of your next turn - SAV p.21] 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] Martial Arts II [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] Running Attack [may move before and after an attack as long as distance moved is not greater than your speed - Core p.88] Shake It Off [two swift actions to reduce CT by 1 - Core p.88] Targeted Area [when making an area attack, pick one target within the area and apply additional 5 points of damage before applying the effect of Evasion - TUR p.28] Weapon Focus (rifles) [+1 on all attack rolls when using weapon class - Core p.89] Weapon Proficiency (heavy, rifles, simple weapons) [Core p.89]
Primary Skills Endurance +11, Initiative +13, Persuasion +9 (may reroll to intimidate and keep the better result), Stealth +13, Use Computer +11
Secondary Skills Acrobatics +8, Climb +7, Deception +4, Gather Information +4, Jump +7, Knowledge (bureaucracy) +6, Knowledge (galactic lore) +6, Knowledge (life sciences) +6, Knowledge (physical sciences) +6, Knowledge (social sciences) +6, Knowledge (tactics) +6, Knowledge (technology) +6, Mechanics +6, Perception +5, Pilot +8, Ride +8, Survival +5, Swim +7, Treat Injury +5
Possessions 3 frag grenades, heavy blaster rifle with spare power pack with Improved energy cell
Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 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

Oct 31, 2014, 06:58 PM #2 Last Edit: Oct 31, 2014, 07:10 PM by tomcat
HASSTHAK            CL 7

Medium Trandoshan soldier 4/scout 2/scoundrel 1
Init +9; Senses darkvision; Perception +7
Languages Basic, Dosh, 2 unassigned

Defenses Ref 22 (flat-footed 21), Fort 20, Will 18
hp 78, Pitiless Warrior; second wind +19/39; Threshold 20

Speed 6 squares
Melee by weapon +8
Ranged blaster rifle +7 (3d8+6) or
Ranged blaster rifle +2 (3d8+6) with autofire or
Ranged blaster rifle +5 (4d8+6) with Rapid Shot
Base Atk +5; Grp +8
Atk Options autofire (blaster rifle), Careful Shot [Core p.82], Devastating Attack (undefined), Penetrating Attack (undefined), Point Blank Shot [Core p.87], Rapid Shot [Core p.88], Riflemaster [GAW p.25]
Special Actions Fool's Luck [Core p.46], Hunker Down [SAV p.16]
Force Techniques Extended Move Object [JATM p.36]

Abilities Str 17, Dex 12, Con 11, Int 15, Wis 9, Cha 10
Special Qualities limb regeneration
Talents Devastating Attack (undefined) [Core p.53], Fool's Luck [Core p.46], Hunker Down [SAV p.16], Penetrating Attack (undefined) [Core p.53]
Feats Armor Proficiency (light, medium) [Core p.82], Careful Shot [Core p.82], Improved Defenses [Core p.85], Pitiless Warrior [RECG p.35], Point Blank Shot [Core p.87], Rapid Shot [Core p.88], Riflemaster [GAW p.25], Toughness [Core p.88], Weapon Focus (rifles) [Core p.89], Weapon Proficiency (pistols, rifles, simple weapons) [Core p.89]
Primary Skills Initiative +9, Perception +7, Pilot +9, Survival +7, Use Computer +10
Secondary Skills Acrobatics +4, Climb +6, Deception +3, Endurance +3, Gather Information +3, Jump +6, 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 +3, Ride +4, Stealth +4, Swim +6, Treat Injury +2
Possessions blaster rifle (tech specialist mod; +2 damage) with Improved energy cell, 10000 credits
Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 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

SHADE                       CL 10

Medium Human Jedi (Dark) 10
Force 3; Destiny 0; Dark Side 8
Init +14; Senses cybernetic; +2 equipment bonus to Perception, low-light visionPerception +14
Languages Basic, Rodese, Hutt
---------------------------------------------------------------------------------
Defenses Ref 25 (flat-footed 21), Fort 21, Will 23; Block [as reaction, may block a melee attack with an opposed Use the Force, -5 penalty for each successive block in a turn - Core p.41], Deflect [as reaction, may deflect a ranged attack with an opposed Use the Force, -5 penalty for each successive deflect in a turn - Core p.41]
hp 93; second wind +23/46 Current DEAD Hit die d10; Threshold 21
---------------------------------------------------------------------------------
Speed 6 squares
Melee unarmed +15 (1d4+1+5) or
Melee double-bladed lightsaber +15 (2d8+6) or
Melee double-bladed lightsaber +15 (2d8+7) with both hands or
Melee double-bladed lightsaber +10/+10 (2d8+7) with Double Attack or
Melee double-bladed lightsaber +13 (2d8+7) and double-bladed lightsaber +13 (2d8+7)  with Dual weapon mastery II or
Melee double-bladed lightsaber +8/+8 (2d8+7) and double-bladed lightsaber +8 (2d8+7) with Double Attack and Dual weapon mastery II
Ranged double-bladed lightsaber +15 (2d8+6) or
Ranged blastech DH-23 +14 (3d6+6)
Base Atk +10; Grp +14
Atk Options Double attack (lighsaber) [on a Full attack, may make an additional attack, -5 penalty on all attack rolls until next turn - Core p.84], Dual Weapon Mastery II [when attacking with two weapons as part of a full round action, suffer only a -2 penalty - Core p.84]
Special Actions Block [as reaction, may block a melee attack with an opposed Use the Force, -5 penalty for each successive block in a turn - Core p.41], Deflect [as reaction, may deflect a ranged attack with an opposed Use the Force, -5 penalty for each successive deflect in a turn - Core p.41], Force Haze [may make a Use the Force check against any Will defense of an opponent within LOS to hide self and allies from others Core p.40], Lightsaber Throw [can hurl lightsaber as a standard action, may draw it back with a Utf DC 20 if target is within 6 squares - Core p.41], Quick Draw [may draw or holster weapon as a Swift action - Core p.87]
---------------------------------------------------------------------------------
Abilities Str 12 (+1), Dex 18 (+4), Con 10 (+0), Int 14 (+2), Wis 14 (+2), Cha 12 (+1)
Talents Block [as reaction, may block a melee attack with an opposed Use the Force, -5 penalty for each successive block in a turn - Core p.41], Clear mind [may reroll a Use the Force check to avoid being detected - Core p.40], Deflect [as reaction, may deflect a ranged attack with an opposed Use the Force, -5 penalty for each successive deflect in a turn - Core p.41], Force haze [may make a Use the Force check against any Will defense of an opponent within LOS to hide self and allies from others - Core p.40], Lightsaber Throw [can hurl lightsaber as a standard action, may draw it back with a Utf DC 20 if target is within 6 squares - Core p.41]
Feats Double attack (lighsaber) [on a Full attack, may make an additional attack, -5 penalty on all attack rolls until next turn - Core p.84], Dual Weapon Mastery I+II [only -2 penalty when attacking with two weapons - Core p.84], Force Sensitivity, Force training (3), Quick draw [may draw or holster weapon as a Swift action - Core p.87], Skill focus (use the Force), Skill training (endurance), Weapon finesse [with melee weapons, may use Dex mod instead of Str mod on attack rolls - Core p.89], Weapon pro (lightsabers, pistols, simple)
Force Powers

battle strike (2) [Core p.96](swift; you)
Roll UtF +13 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
force grip (2) [Core p.97](standard; one target within 6 squares or line of sight) •Telekinetic
DC 15: +13 vs. Fortitude, 2d6 damage and the target can only take 1 swift action on their next turn; half damage on a miss and target acts normally
DC 20: as DC 15 except 4d6 damage
DC 25: as DC 15 except 6d6 damage
Maintain as standard action, rerolling each round
Spend a Force Point to deal +2d6 damage
force slam (2) [Core p.97](standard; all targets within a 6 square cone) •Telekinetic
+13 vs. Will, deal 4d6 damage and targets are knocked prone; half damage on a miss
Spend a Force Point to deal +2d6 damage
move object [Core p.97](standard; one character or object within 12 squares and line of sight) • Telekinetic
+13 vs Will if target resists, hurl or drop object vs. target's Reflex, both take damage according to DC below
DC 15: Move up to medium object, 2d6 damage
DC 20: Move up to large object, 4d6 damage
DC 25: Move up to huge object, 6d6 damage
DC 30: Move up to gargantuan object, 8d6 damage
DC 35: Move up to colossal object, 10d6 damage
Moving or hovering target opposes Use the Force with a grapple check
Spend a Force Point to increase max size of object one category and +2d6 damage (max 12d6)
Spend a Destiny Point to increase max size three categories and +6d6 damage (max 16d6)
negate energy [Core p.99](reaction; one attack made against you that deals energy weapon damage)
+13 vs. damage to negate, failure take damage as normal, must be aware of attack
Spend a Force Point to regain hit points equal to the damage negated
surge [Core p.100](free; you)
Roll UtF +13 against...
DC 10: +10 Force bonus to Jump (+16), speed 8
DC 15: +20 Force bonus to Jump (+26), speed 10
DC 20: +30 Force bonus to Jump (+36), 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)
Primary Skills Acrobatics +14, Endurance +10, Initiative +14, Perception +12, Pilot +14, Use the Force +13 (-3 penalty for cybernetics; may reroll to avoid detection by other Force users but must keep the result of the reroll even if worse)
Secondary Skills Climb +6, Deception +6, Gather Information +6, Jump +6, Knowledge (bureaucracy) +7, Knowledge (galactic lore) +7, Knowledge (life sciences) +7, Knowledge (physical sciences) +7, Knowledge (social sciences) +7, Knowledge (tactics) +7, Knowledge (technology) +7, Mechanics +7, Persuasion +6, Ride +9, Stealth +9, Survival +7, Swim +6, Treat Injury +7, Use Computer +7
Possessions lightsaber, blastech DH-23, cybernetics (3, face, hand, torso - gain +2 armor bonus)



Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 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

BOBA FETT                 CL 10

Medium Human (clone) Scout 3/Soldier 4/Bounty Hunter 2/Eilte Trooper 1
Force 3; Destiny 8; Dark Side 12
Init +11; Senses low-light vision; Perception +11
Languages Basic, Huttese, Mando'a
---------------------------------------------------------------------------------
Defenses Ref 30 (flat-footed 28), Fort 27, Will 21; Delay damage [once per encounter, as a reaction, may choose to delay the effect of a single attack, ability, or effect used against you until the end of your next turn - Core p.211]
hp 87; second wind +21/43 Current 18/87 Threshold 27
Condition normal (no penalty)
---------------------------------------------------------------------------------
Speed 4 squares, fly 6 squares (jetpack)
Melee unarmed +10 (1d6+5)
Ranged blaster carbine +10 (3d8+5) or
Ranged blaster carbine +8 (3d8+5) with autofire or
Ranged blaster carbine +11 (3d8+6) with Point blank shot or
Ranged blaster carbine +8 (4d8+5) with Rapid Shot or
Ranged blaster carbine +9 (3d8+6) with autofire and Point blank shot or
Ranged blaster carbine +6 (4d8+5) with autofire and Rapid shot or
Ranged blaster carbine +9 (4d8+6) with Point blank shot and Rapid shot or
Ranged blaster carbine +7 (4d8+6) with autofire and Point blank shot and Rapid shot or
Ranged wrist blaster +10 (3d4+5) or
Ranged wrist blaster +8 (4d4+5) with Rapid shot or
Ranged wrist blaster +11 (3d4+6) with Point blank shot or
Ranged wrist blaster +9 (4d4+6) with Point blank shot and Rapid fire or
Ranged flamethrower +10 (3d6+5, 6-square cone) or
Ranged grenade launcher +10 (4d6+5 stun, 2-square burst) or
Ranged missile launcher +10 (6d6+5, 2-square burst) or
Ranged whipcord +10 (grab/grapple)
Base Atk +9; Grp +10
Atk Options autofire (blaster carbine) [may target 2x2 area at -2* penalty and roll against all targets' Reflex in that area; hits do full damage, misses do half damage; costs 10 shots - Core p.156] Controlled burst [reduce autofire penalty to -2, when bracing no penalty - Core p.212] Hunter's Mark [aimed attack that hits will automatically reduce target -1 on condition track - Core p.208] Pin [successful grapple pins target - Core p.87] Point Blank Shot [+1 bonus to attack and damage within Point blank - Core p.87] Rapid Shot [fire two shots with weapon, -2 penalty but +1 die of damage - Core p.88]
Special Actions Familiar foe +1 [full-round action observe gives a bonus to attack and reflex equal to ½ Heroic level - Core p.209] Quick draw [draw or holster as Swift action - Core p.87] Shake It Off [two swift actions to reduce CT by 1 - Core p.88]
---------------------------------------------------------------------------------
Abilities Str 13 (+1), Dex 13 (+1), Con 13 (+1), Int 14 (+2), Wis 12 (+1), Cha 12 (+1)
Special Qualities Delay damage [once per encounter, as a reaction, may choose to delay the effect of a single attack, ability, or effect used against you until the end of your next turn - Core p.211] Familiar foe +1 [full-round action observe gives a bonus to attack and reflex equal to ½ Heroic level - Core p.209]
Talents Acute Senses [may reroll any Perception check but must keep the result of the reroll even if worse - Core p.49] Armored Defense [may add HL or armor rating to Reflex defense, whichever is higher - Core p.52] Controlled burst [reduce autofire penalty to -2, when bracing no penalty - Core p.212] Hunter's Mark [aimed attack that hits will automatically reduce target -1 on condition track - Core p.208] Improved Armor Defense [may add HL plus half of armor rating to calculate Reflex - Core p.52] Improved Initiative [may reroll any Initiative check but must keep the result of the reroll even if worse - Core p.49]
Feats Armor Proficiency (light, medium) [Core p.82] Exotic Weapon Proficiency (flamethrower) [Core p.84] Martial Arts I [increase melee damage dice by 1 step, and gain a +1 Dodge bonus to Reflex score - Core p.86] Pin [successful grapple pins target - Core p.87] Point Blank Shot [+1 bonus to attack and damage within Point blank - Core p.87] Quick Draw [draw or holster as Swift action - Core p.87] Rapid Shot [fire two shots with weapon, -2 penalty but +1 die of damage - Core p.88] Shake it Off [two swift actions to reduce CT by 1 - Core p.88] Weapon Proficiency (heavy weapons, pistols, rifles, simple weapons) [Core p.89]
Primary Skills Endurance +11, Initiative +11 (may reroll but must keep the result of the reroll even if worse), Knowledge (galactic lore) +12, Perception +11 (may reroll but must keep the result of the reroll even if worse), Pilot +11, Stealth +11, Survival +11, Use Computer +12
Secondary Skills Acrobatics +6, Climb +6, Deception +6, Gather Information +6, Jump +6, Knowledge (bureaucracy) +7, Knowledge (life sciences) +7, Knowledge (physical sciences) +7, Knowledge (social sciences) +7, Knowledge (tactics) +7, Knowledge (technology) +7, Mechanics +7, Persuasion +6, Ride +6, Swim +6, Treat Injury +6
Possessions Mandalorian Armor (+8 armor, +2 equipment; as battle armor with helmet package; 4 weapon attachments), blaster carbine with mounted grenade launcher, 4 stun grenades, flamethrower (5 shots), missile launcher, 4 missiles, whipcord (treat as net), blaster gauntlet (treat as hold-out blaster), jet pack (10 charges), utility belt with medpac, Slave I modified patrol craft

Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 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

CORBIN SALLO                 CL 10

Medium Human Scout 3 / Soldier 4 / BH 3
Force 11; Destiny 0; Dark Side 9
Init +13; Senses normal. low-light vision; Perception +18
Languages Basic
---------------------------------------------------------------------------------
Defenses Ref 30 (flat-footed 27), Fort 25, Will 22
hp 92 Current 92 Hit die d10; Threshold 25
---------------------------------------------------------------------------------
Speed 6 squares
Melee unarmed +11 (1d4+7)
Ranged blaster carbine +12 (3d8+5) or
Ranged blaster pistol +12 (3d6+5) or
Ranged grenade launcher +12 (4d6+5, 2 square burst) or
Ranged ion blaster pistol +12 (3d6+5 ion damage)
Base Atk +9; Grp +12
Atk Options none
Special Actions Hunter's mark [aimed attack that hits will automatically reduce target -1 on condition track], Hunter's target [choose an opponent and if successfully hit, gain a bonus to damage equaling HL], Shake It Off [two swift actions to reduce CT by 1]
---------------------------------------------------------------------------------
Abilities Str 15 (+2), Dex 17 (+3), Con 14 (+2), Int 12 (+1), Wis 12 (+1), Cha 8 (-1)
Talents Acute senses [may reroll and keep the second result], Armor defense, Expert tracker, Hunter's mark [aimed attack that hits will automatically reduce target -1 on condition track], Hunter's target [choose an opponent and if successfully hit, gain a bonus to damage equaling HL], Improved armor defense [may add 1/2 armor rating to Reflex]
Feats Armor pro (light, medium, heavy), Improved defenses [+1 to all defenses], Quick draw [may draw or holster weapon as a Swift action], Shake It Off [two swift actions to reduce CT by 1], Skill focus (Perception), Skill training (Perception), Weapon pro (heavy, pistols, rifles, simple)
Skills Acrobatics +8, Climb +7, Deception +4, Endurance +12, Gather Information +9, Initiative +13, Jump +7, Knowledge +6, Mechanics +6, Perception +18 [may reroll and keep the second result], Persuasion +4, Pilot +13, Ride +8, Stealth +23, Survival +11, Swim +7, Treat Injury +6, Use Computer +11, Use the Force +4
Possessions See character sheet by clicking the name above, or using the Character dropdown

Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 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]