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Thread: Calling all Smugglers character sheets and XP

  1. #1
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    Default Calling all Smugglers character sheets and XP

    Banil Jai Medium Duros (male) Scout 2
    Init +5, Senses Perception +7
    Str 10 +0 Dex 18 +4 Con 13 +1 Int 17 +3 Wis 12 +1 Cha 11 +0
    Speed 6 squares, Base attack +1, Destiny point (Discovery- Traitor) 2, Force points 6, Dark side score 1
    Defenses Fortitude 14, Reflex 18, Will 13
    Damage threshold 14, Second wind 13
    Hit points 32 (32)
    Condition Groovy

    Savax Medium Ubese (male) Scout 2
    Init +5, Senses Perception +13
    Str 12 +1 Dex 19 +4 Con 13 +1 Int 16 +3 Wis 14 +2 Cha 10 +0
    Speed 8 squares (Long stride talent), Base attack +1, Destiny points 2, Force points 6, Dark side score 0
    Defenses Fortitude 16, Reflex 20, Will 14
    Damage threshold 16, Second wind 13
    Hit points 33 (33)
    Condition Crouching

    Slith-Nagendra Medium Trandoshan (male) Soldier 1/ Scout 1
    Init +3, Senses Darkvision, Perception +7
    Str 20 +5 Dex 14 +2 Con 15 +2 Int 17 +3 Wis 12 +1 Cha 10 +0
    Speed 6 squares, Base attack +1, Destiny points (Destruction- Wookies) 2, Force points 6, Dark side score 0
    Defenses Fortitude 16, Reflex 19, Will 13
    Damage threshold 16, Second wind 15
    Hit points 41 (28)
    Condition Hungry and in pain

    Fel Dom Medium Gran ( male) Noble 1/ Scoundrel 1
    Init +4, Senses Darkvision, Perception +9
    Str 12 +1 Dex 16 +3 Con 12 +1 Int 16 +3 Wis 16 +3 Cha 18 +4
    Speed 6 squares, Base attack +0, Destiny points 2, Force points 6, Dark side score 0
    Defenses Fortitude 13, Reflex 17, Will 17
    Damage threshold 13, Second wind 12
    Hit points 25 (25)
    Condition Nervous, wondering what the hell he's doin here.

    Average party initiative: +4
    Last edited by Spasseltock Nimblefingers; 01-26-2012 at 08:57 PM.
    Spasseltock Nimblefingers kender CN (with good tendencies) Rogue/13, Handler/ 8
    Shayle Wist'lya Bothan Noble 3/Scoundrel 1/Scout 3/Infiltrator 2 Star Wars: Dawn of Defiance
    Evelyn Morningory Aasimar Warpriest of Sarenrae 2 Wrath of the Righteous
    Virgil Halard Human Ranger 4/Fighter 2/Rogue 2/Knight of the Lily 1 Hourglass in the Sky

  2. #2
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    Default

    Banil Jai

    Medium, Duros (male) Scout 2
    Age: 22, 1.8 m , 65 kg
    Languages: Durese, Basic, Huttese, Ryl, Rodese
    Init: +4; Senses: Perception +7

    STR: 10 (+0)
    DEX: 18 (+4)
    CON: 13 (+1)
    INT: 17 (+3)
    WIS: 12 (+1)
    CHA: 11 (+0)

    Speed: 6 squares
    Base Attack: +1
    Destiny Points [Discovery - Traitor]: 2
    Force Points: 6 (used: 0)
    Dark Side Score: 1

    Defenses:
    Fort: 14 [10 + 2 (level) + 1 (class) + 1 (Con) + (Misc)]
    Ref: 18 [10 + 2 (level) + 2 (class) + 4 (Dex) + (Misc)]
    Will: 13 [10 + 2 (level) + 0 (class) + 1 (Wis) + (Misc)]

    HP: 32
    Damage Threshold: 14
    Damage Reduction: n/a
    Shield Rating: n/a

    Combat Actions:

    Melee
    Unarmed +1
    Damage: 1d4 +1

    Knife +1
    Damage: 1d4 +1

    Ranged
    Blaster Pistol Sporting +5 (+6 PBR) – x2 crit
    Damage (energy): 3d4 +1 (+1 PBR)
    Stun: 2d4 +1

    Blaster Carbine Rifle +5 (+6 PBR) – x2 crit
    Damage (energy): 3d8 +1 (+7 PBR)
    Special: autofire, retractable stock
    Stun: 2d8 +1


    Racial Abilities:
    Expert Pilot
    As natural spacers, a Duros may choose to reroll any Pilot check, but the result of the reroll must be accepted even if it is worse.

    Feats:
    Shake it Off (class)
    Benefit: You can spend two swift actions instead of three swift actionsto move + 1 step along the condition track (see Conditions, page 148).
    Weapon Prof (Pistols, Rifles, Simple - class)
    Running Attack (1st level)
    Benefit: When making an attack with a melee or ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.
    Point Blank Shot (2nd level bonus feat)
    Benefit: You get a + 1 bonus on attack and damage rolls with ranged weapons against opponents within point blank range (see Table 8-5: Weapon Ranges, page 129).

    Talents:
    Evasion
    If you are hit by an area attack (see Area Attacks, page 155). you take half damage if the attack hit you. If the area attack misses you, you take no damage.

    Skills (bold = Class Skills):
    +5 Acrobatics [1 + 4 (dex)]
    +1 Climb [1 + 0 (str)]
    +1 Deception [1 + 0 (cha)]
    +7 Endurance [1 + 1 (con) + 5 (trained)]
    +1 Gather Information [1 + 0 (cha)]
    +5 Initiative [1 + 4 (dex)]
    +1 Jump [1 + 0 (str)]
    +9 Knowledge (galactic lore) [1 + 3 (int) + 5 (trained)]
    +9 Knowledge (physical sciences) [1 + 3 (int) + 5 (trained)]
    +9 Mechanics[1 + 3 (int) + 5 (trained)]
    +7 Perception [1 + 1 (wis) + 5 (trained)]
    +1 Persuasion [1 + 0 (cha)]
    +10 Pilot [1 + 4 (dex) + 5 (trained)]
    +5 Ride [1 + 4 (dex)]
    +10 Stealth [1 + 4 (dex) + 5 (trained)]
    +7 Survival [1 + 1 (wis) + 5 (trained)]]
    +1 Swim [1 + 0 (str)]
    +2 Treat Injury [1 + 1 (wis)]
    +4 Use Computer [1 + 3 (int)]
    +1 Use the Force [1 + 0 (cha)]

    Equipment:
    Blaster Pistol, Sporting (315cr, 1kg, requires power pack)
    Blaster Rifle (1100cr, 2.2kg, requires power pack)
    Knife (25cr, 1kg)
    Credit Chip (100cr, .1kg)
    Medpac, 3 (300cr, 4kg)
    Utility Belt* (500cr, 4kg)
    *containing a three-day supply of food capsules, a medpac, a tool kit, a spare power pack, a spare energy cell, a glow rod, a comlink, a liquid cable dispenser with a small grappling hook, and a couple of empty pouches for whatever else the wearer wants to add
    Power Pack, 4 (100cr, .4kg)
    Holster, concealed (50cr, .2kg)
    Electrobinoculars (1000cr, 1kg)
    All Temp Cloak (100cr, 1.5kg)

    Carrying Capacity: 50 kg
    Total Weight: 15.4 kg
    Starting Funds: 4250cr
    Credits Used: 3590cr
    Credits Left: 660cr

    Description:
    Banil Jai has blue grey skin and large red eyes. He wears a black padded jacket beneath a black all-temp cloak.

    Background:
    Banil began his career outside of lawful organizations with the space jacking of a cargo freighter with the assistance of two others. The cargo was allegedly seized contraband held by the port authority, and worth more credits than they could imagine. It was his job to pilot the ship, while the others held the authorities at bay. During the heist, one of his comrades fell during the resultant fire fight, but bought enough time for them to escape.

    Shortly after they had made the jump to light speed, Banil discovered that it had all been an elaborate trap. The ship they were on was a ‘bait ship’, and his deceased ally, who turned out to be very much alive, had been working against them undercover. The navicomputer dropped them out of hyperspace into the sights of four port authority gunships. Thinking quickly, Banil’s associate sliced the controls of the ship, allowing him to pilot out of the ensuing dogfight to a safe location where they used the ships escape pods to flee incarceration.

    Luckily, the two were picked up by a passing luxury liner before the authorities were able to find their location. Once aboard, the two parted ways, and found themselves in different ports, seeking the next job. Banil has made it his life quest to one day find the traitor that sold his crew out to the authorities.
    Last edited by Dorgyn Angylaxe; 08-23-2011 at 11:40 PM. Reason: Added Destiny
    Roll Better! Miss Less!

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    Evil is not a condition or a state of being. It is a choice. Hold on to your choice for it is your salvation.



  3. #3
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    Savax
    Medium, Ubese (male) Scout 2
    Age: 23, 1.9 m , 65 kg
    Languages: Basic, Bocce, Durese, Huttese, Ubeninal, Ubese
    Init: +5; Senses: Perception +13

    STR: 12 (+1)
    DEX: 19 (+4)
    CON: 13 (+1)
    INT: 16 (+3)
    WIS: 14 (+2)
    CHA: 10 (+0)

    Speed: 8 squares
    Base Attack: +1
    Destiny Points: 2
    Force Points: 6 (used: 0)
    Dark Side Score:

    Defenses:
    Fort: 16 [10 + 2 (level) + 1 (class) +1 (Con) + 2 (Armor)]
    Ref: 20 [10 + 4 (Armor) + 2 (class) + 4 (Dex)]
    Will: 14 [10 + 2 (level) + 0 (class) + 2 (Wis)]

    HP: 33
    Damage Threshold: 16
    Damage Reduction: n/a
    Shield Rating: n/a

    Melee
    Vibroblade +2 (2d6 +2)
    Unarmed +2 (1d4 +2)

    Ranged
    Heavy Blaster Pistol +5 (3d8 +1)
    Flamethrower +0 (3d6 +1)
    Grenade, Frag +5 (4d6 +1)
    Grenade, Stun +5 (4d6 +1) stun

    Racial Abilities:
    Aggressive: If an Ubese character hits with a charge attack the +2 bonus to attack rolls against the target continue until the end of the encounter.
    Survival Instincts: An Ubese may reroll survival checks, but the result must be taken even if it was worse.

    Feats:
    Shake it Off (class)
    Weapon Prof (Pistols, Rifles, Simple - class)
    Armor Proficiency (Light)(1st level)
    Point Blank Shot (2nd level bonus feat)
    Skill Focus (Perception) [Racial]


    Talents:
    Long Stride


    Trained Skills
    +7 Endurance [1 + 1 (con) + 5 (trained)]
    +9 Knowledge (galactic lore) [1 + 3 (int) + 5 (trained)]
    +9 Knowledge (Technology) [1 + 3 (int) + 5 (trained)]
    +9 Mechanics[1 + 3 (int) + 5 (trained)]
    +13 Perception [1 + 2 (wis) + 5 (trained) +5(skill focus)]
    +10 Pilot [1 + 4 (dex) + 5 (trained)]
    +10 Stealth [1 + 4 (dex) + 5 (trained)]
    +8 Survival [1 + 2 (wis) + 5 (trained)]

    Untrained Skills
    +5 Acrobatics [1 + 4 (dex)]
    +2 Climb [1 + 1 (str)]
    +1 Deception [1 + 0 (cha)]
    +1 Gather Information [1 + 0 (cha)]
    +5 Initiative [1 + 4 (dex)]
    +2 Jump [1 + 1 (str)]
    +1 Persuasion [1 + 0 (cha)]
    +5 Ride [1 + 4 (dex)]]
    +2 Swim [1 + 1 (str)]
    +3 Treat Injury [1 + 2 (wis)]
    +4 Use Computer [1 + 3 (int)]
    +1 Use the Force [1 + 0 (cha)]

    Equipment:
    Binder Cuffs, 2 (100cr, .5kg)
    Blaster Pistol, Heavy (900cr, 1.3kg)
    Camouflage Poncho (125cr, 1.5kg)
    Flamethrower, Weapon Mounted (1200cr, 7kg)
    Grenade, Frag (200cr, .5kg)
    Grenade, Stun 2 (500cr, .5kg)
    Medpac, 1 (100cr, 4kg)
    Ubese Environmental Suit w/ Concealed Weapon Mounts (5000cr, 8kg)
    *Page 47 of Scum and Villainy, DC 25 Perception to notice, can be used without being drawn
    Utility Belt* (500cr, 4kg)
    *containing a three-day supply of food capsules, a medpac, a tool kit, a spare power pack, a spare energy cell, a glow rod, a comlink, a liquid cable dispenser with a small grappling hook, and a couple of empty pouches for whatever else the wearer wants to add
    Power Pack, 4 (100cr, .4kg)
    Vibroblade (262cr, 1.8kg)

    Credits:13
    Carrying Capacity: kg
    Total Weight: 22.9kg

    Description:
    Savax, like all members of his species who find themselves away from the environment of Uba IV, is constantly hidden behind a suit of armor/environmental gear. The head piece purposefully hides his features, with the only thing visible being a hint of his large-compared to humans-bright green eyes.

    Background:
    Even though the near destruction of his specie’s civilization happened generations before he was even born, Savax has still been instilled with a hatred of the outside galaxy. Forced to eek out a harsh existence on his ruined world, Savax left as soon as he had enough credits to afford a suitable environmental suit to sustain him. He hoped to eventually earn a ship of his own so that he would never be beholden to any of the galaxy’s miserable lesser species.
    Unfortunately, these things take time, and lots of credits. His first job was tracking a man who had stolen the personal ship of a minor Hutt. Savax eventually tracked the man to Naboo, and after a firefight he stunned the man and brought the ship back. Although tempted to run away with the ship himself, Savax knows someone like him will just be sent after him. He’s determined to make a rise among the criminal world and make as few enemies as possible, or at least, as few live enemies as possible. In the meantime, he contents himself with helping the varied species of the galaxy, none of which came to the help of his people, fight and squabble with each other.
    Last edited by jake; 07-06-2011 at 12:55 PM.
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  4. #4
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    Default

    Slith-Nagendra
    Medium Male Trandoshan Soldier 1/Scout 1
    Destiny 2 [Destruction: Wookies]; Force 6; Dark Side 0; Guild 3 [1/2 char level + 1 (trained in Perception or Survival) + 1 (member of House Salaktori)]; Guild Privileges none.
    XPs 1000
    2.0 meters, 80 kg
    Planets Visited Trandosha, Kashyyyk, Tattooine
    Init +3; Senses darkvision, Perception +7 [may reroll but second result must be accepted]
    Languages Basic, Dosh, Shyriiwook, Bocce, Huttese
    Abilities Str 20, Dex 14, Con 15, Int 17, Wis 12, Cha 10
    Defenses
    Ref 19 [+4 armor, +2 dex, +2 scout, +1 natural]
    Fort 16 [+2 level, +2 con, +2 soldier]
    Will 13 [+2 level, +1 wis]
    hp 41; Threshold 16; Second Wind 20/+15 [2/day]
    Melee unarmed +6 [1d4+6]
    Melee knife +6 [1d4+6]
    Melee ryyk blade +6 [2d10+11]
    Ranged blaster pistol +3 [3d6+1]
    Base Atk +1; Grp +6; Speed 6 squares
    Species Traits
    Darkvision: Trandoshans ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
    Limb Regeneration: A Trandoshan regrows a lost limb in 1d10 days. At the end of that time, all persistent penalties associated with the loss of the limb are removed.
    Natural Armor: Trandoshans have thick scales that provide a +1 natural armor bonus to Reflex Defense. A natural armor bonus stacks with an armor bonus.
    Bonus Feat: Rugged and resilient, Trandoshans gain Toughness as a bonus feat.
    Talents
    Tough As Nails [Commando]
    Acute Senses [Awareness]
    Feats
    Armor Proficiency (light, medium), Weapon Proficiency (pistols, rifles, simple), Exotic Weapon Proficiency (ryyk blade), Toughness, Shake It Off
    Trained Skills
    +8 ENDURANCE
    Force March, Hold Breath, Ignore Hunger, Ignore Thirst, Run, Sleep In Armor, Swim/Tread Water (CR p. 66)
    +9 MECHANICS
    Disable Device (requires security kit), Handle Explosives, Jury-Rig, Modify Droid (requires tool kit), Recharge Shields, Recharge Power, Repair (requires tool kit), Repair Droid (requires tool kit), Repair Object (CR p. 68); Booby Trap (requires tool kit), Hot Shot (requires tool kit) (S&V p. 20), Build Object (requires tool kit) (FU p. 30)
    +7 PERCEPTION
    Avoid Surprise, Eavesdrop, Hear Distant or Ambient Noises, Notice Targets, Search, Sense Deception, Sense Influence (CR p. 70), Quick Search (S&V p. 20)
    +8 PILOT
    Avoid Collision, Dogfight, Engage the Enemy, Increase Vehicle Speed, Ram (CR p. 71)
    +7 TREAT INJURY
    First Aid (requires medpac), Long-Term Care, Perform Surgery (requires surgery kit), Heal Damage, Revivify (requires medical kit), Treat Disease (requires medical kit), Treat Poison (requires medical kit), Treat Radiation (requires medical kit) (CR p. 74)
    +9 USE COMPUTER
    Access Information (requires computer attitude of indifferent or better), Astrogate, Disable or Erase Program (require computer attitude of helpful), Improve Access, Issue Routine Command (requires computer attitude of friendly or better), Reprogram Droid (requires tool kit) (CR p. 75); Astrogate, Use Communications, Use Sensors (SSotG p. 19), Backtrail, Cover Tracks (S&V p. 20)
    Possessions Combat Jumpsuit [1500, +4 Ref Defense, Max Dex +4, 8 kg, Licensed], Quick Draw Ryyk Blade [550, 2d10, 1.5 kg, Slashing, Rare, +2 bonus on Survival checks made for basic survival in forest or jungle wilderness. Quick Draw weapons are detailed on page 80 of KotOR. Ryyk blades are detailed on page 97 of FU], Knife [25, 1d4, 1 kg, Slashing or piercing, can be thrown], Binder Cuffs [50, 0.5 kg], Repulsor Pad [200, 6 kg, page 102 FU], Decoy Glowrod [100, 4 kg, page 101 FU], Land Mine [500, 0.5 kg, page 100 FU], Basic Datapad [100, 0.3 kg], Blank Datacards (10) [10, 0.1 kg], Utility Belt [500, 4 kg, three-day supply of food capsules, medpac, took kit, spare power pack, spare energy cell, glow rod, comlink, liquid cable dispenser with a small grappling hook, couple of empty pouches], Spacer's Chest [200, 10 kg], Blaster Pistol [500, 1 kg]
    Credits 15; Carrying Capacity 100 kg; Total Load 32.9 kg

    Description
    Slith is a beefy dark green lizard in a beige combat jumpsuit, tailored with single red stripes racing down each arm and leg. He stands an imposing 2.0 meters tall, with glossy green scales and black, cold-blooded eyes that span into the infrared.

    Backstory
    Slith would rarely if ever speak of his background. I have a cool backstory written for him, but if Spas doesn’t mind I’d like to withhold it from my character sheet for now, until it becomes discovered somehow by one of his companions in-game.

    Character Notes
    Cradossk [Head of Bounty Hunter's Guild]
    Possesses House Salaktori guild membership identification and secure comm codes (paid fee of 500 credits).
    Jeslor Salaktori, Human. "Nowhere to Hide".
    Sude owes Slith 250 upon completion of mission. Our deal with Sude is on page 8.
    Last edited by Bong Bellowsmoke; 08-09-2011 at 03:08 PM.
    The Red Condor shrieked at Sir Darvig in full wrath. Wings flapped storms of fire across the sky. "The Mage-God grows in power swifter than it appears to Paladine. This I know. A warning," Sargonnas told Darvigl, "for you to give to Paladine in your prayers."

    I will, Darvig uttered.

  5. #5
    Join Date
    Jan 2005
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    Out of my mind, BEEEEP. Please leave a message!
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    Default

    Fel Dom
    Medium, Gran (male) Noble 1/Scoudrel 1
    Age: 30, 1.7 m , 65 kg
    Languages: Basic, Gran, Jawa Trade Lang, Shyriiwook, Bocce, High Galactic, Rodese, Sullustese, Quarrenese
    Init: +4; Senses: Perception +9

    STR: 12 (+1)
    DEX: 16 (+3)
    CON: 12 (+1)
    INT: 16 (+3)
    WIS: 16 (+3)
    CHA: 18 (+4)

    Speed: 6 squares
    Base Attack: +1
    Destiny Points: 2
    Force Points: 6 (used: 0)
    Dark Side Score:

    Defenses:
    Fort: 13 [10 + 2 (level) +1 (Con)]
    Ref: 17 [10 + 2 (level) + 2 (class) +3 (Dex)]
    Will: 17 [10 + 2 (level) + 2 (class) + 3 (Wis)]

    HP: 25
    Damage Threshold: 13
    Damage Reduction: n/a
    Shield Rating: n/a

    Melee

    Ranged

    Racial Abilities:
    Darkvision: Gran ignore concealment(including total concealment) from darkness. However they cannot percieve colors in total darkness
    Target Awareness: A Gran takes no penalties on Perception checks made to notice targets for the first 50 squares between the Gran and its target.
    Triple Vision: Once per encounter a Gran can take aim as a single swift action.
    Bonus Feat: Grans recieve Precise Shot when they take PBS.

    Feats:
    Weapon Proficiency (Pistols, Simple Weapons)
    Point Blank Shot
    Precise Shot
    Linguist
    Quick Skill

    Talents:
    Wealth
    Art of Concealment

    Trained Skills
    +10 Deception [1 + 4(cha) + 5(trained)]
    +10 Persuasion [1 + 4(cha) +5(trained)]
    +10 Gather Info [1 + 4(cha) +5(trained)]
    +9 Knowledge Bureaucracy [1 + 3(int) + 5(trained)]
    +9 Knowledge Social Sciences [1 + 3(int) +5(trained)]
    +9 Perception [1 + 3(dex) + 5(trained)]
    +9 Pilot [1 + 3(dex) + 5(trained)]
    +9 Use Computer [1 + 3(int) + 5(trained)]
    +9 Treat Injury [1 + 3(wis) +5(trained)]

    Untrained Skills
    +4 Acrobatics [1 + 3 (dex)]
    +2 Climb [1 + 1 (str)]
    +2 Endurance [1 +1(con)]
    +4 Initiative [1 + 3 (dex)]
    +2 Jump [1 + 1 (str)]
    +4 Ride [1 + 3 (dex)]
    +2 Swim [1 + 1 (str)]
    +4 Stealth [1 + 3(dex)]
    +5 Use the Force [1 + 4 (cha)]

    Equipment: Blaster pistol, Heavy; Blaster pistol, hold-out; Grenade, frag(5); Grenade, ion(5); Themal Detonator; Utility Belt; All-temperature cloak; Credit chip; Datapad; Medical Kit

    Credits: 8350
    Carrying Capacity: 72 kg
    Total Weight: 34.3 kg

    Description: Fel-Dom looks exactly the way he should, like an over-prepared scholar out on an adventure. He is a small olive-toned humanoid with three eyes, draped liberally in an all-temperature cloak. On his back is a bulky medical kit which he never leaves home without. Being rather small, even for a Gran, Fel-Dom almost seems swallowed up by all of his equipment. He also wears a special, hand-made pair of glasses whenever he is studying something.

    Background/personality: Fel-Dom is generally a pretty quiet and shy individual until he gets to know someone, then it is all you can do to get him to shut up. Unless of course you are discussing something intelluctual. Whether or not he knows you then will not matter, he will debate your ears off.
    Last edited by Majere; 08-10-2011 at 01:27 PM.
    "And that blockhead Rukin.. he might not be much of a thinker, but he can kill things well I suppose..." Argent: Cleric of Silver Master. ICRP Key of Destiny.

    "Well I'll be a pickled dog-turd," Rukin grunted.

  6. #6
    Join Date
    Mar 2006
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    Wild, Wonderful, West Virginia!
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    Here's Sude's ship.

    http://

    This should be easier to read...

    1. Pilot Station
    2. Co-Pilot Station
    3. System Operator
    4. Gunnery Station
    5. Ladder Well
    6. Port Engine Room
    7. Starboard Engine Room
    8. Crew Quarters
    9. Refresher
    10. LoungePort
    11. Port Cargo Lift
    12. Port Cargo Hold
    13. Starboard Cargo Lift
    14. Starboard Cargo Hold
    15. Engineering Station
    16. Repair Bay/Machine Shop
    17. Port Escape Pod Access
    18. Starboard Escape Pod Access
    19. Port Escape Pod
    20. Starboard Escape Pod
    21. Storage #1
    22. Storage #2
    23. Reactor Core
    24. Exit Ramp/Airlock
    Last edited by Bong Bellowsmoke; 08-11-2011 at 12:29 PM.
    The Red Condor shrieked at Sir Darvig in full wrath. Wings flapped storms of fire across the sky. "The Mage-God grows in power swifter than it appears to Paladine. This I know. A warning," Sargonnas told Darvigl, "for you to give to Paladine in your prayers."

    I will, Darvig uttered.

  7. #7
    Join Date
    Apr 2006
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    Any jail cell of your local town
    Posts
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    Default

    Awesome, thanks Billy!
    Spasseltock Nimblefingers kender CN (with good tendencies) Rogue/13, Handler/ 8
    Shayle Wist'lya Bothan Noble 3/Scoundrel 1/Scout 3/Infiltrator 2 Star Wars: Dawn of Defiance
    Evelyn Morningory Aasimar Warpriest of Sarenrae 2 Wrath of the Righteous
    Virgil Halard Human Ranger 4/Fighter 2/Rogue 2/Knight of the Lily 1 Hourglass in the Sky

  8. #8
    Join Date
    Apr 2006
    Location
    Maryland
    Posts
    1,497

    Default

    R2-WD40
    Droid (R2 Series Astromech Droid) Scoundrel 2
    Destiny: 2 (Repair); Force: 6
    XP: 1000
    Wt: ? Ht: ?
    Planets Visited:
    Initiative:+10 Senses: Perception +11 (Improved Sensor Pack- low-light vision, Darkvision- ignore concealment from darkness)
    Languages: Binary, Basic, Bocce, Dosh, Durese, Rodese (Vocabulator)
    Abilities: STR 12+1 ; DEX 18+4 ; CON - ; INT 19+4 ; WIS 16+3 ; CHA 10+0
    Defenses:
    Fortitude: 13 (10+2level+1str)
    Reflex: 19 (10+2level+2class+4dex+1size)
    Will: 16 (10+2level+1class+3wis)
    HP: 21; Damage Threshold: 13
    BA: +1 Speed: Tracked 4sq (ignore difficult terrain, -5 climb) ; Hover 6sq
    Melee: +2 knife 1d4+2 damage 1kg (concealed, DC 35)
    +2 telescopic claw 1d3+2 damage, 10ft reach
    +2 electric shock probe 1d8+2 ion damage
    Ranged: +5 Holdout Blaster Pistol 3d4+1 damage .5kg (concealed, DC 35)
    +5 Frag Grenade 4d6+1 slashing damage .5kg
    +5 Stun Grenade 4d6+1 stun damage (on spring loaded mechanism) .5kg

    Droid Traits, including Upgrades and System Modifications:
    Heuristic Processor(pg190) allows WD40 to creatively interpret it's behavioral inhibitions, can use any skill untrained, Ion Damage Vulnerability ion damage affects droids like stun damage affects the living, Nonliving- (immune to poison, disease, radiation, non-corrosive atmospheric hazards, vacuums, mind-affecting effects, stunning affects, and any effect that only affects the living), no connection to the Force, Repair (168) regain lost hp through use of Mechanics skill, can repair self but takes -5 on check, Locked Access: shut down switch secured internally, must be disabled before shutdown, Hidden Core: 1kg, data back-up, DC 30 Use Computer to find, back-up restores in 1d6 days after memory wipe with a DC 20 Use Computer check, tries every 1d6 days if unsuccessful, Magnetic Feet, Vocabulator 0.5 kg, Diagnostics Package 4kg, +2 equipment bonus to Mechanics checks, Internal Storage Units: 7kg worth of space, Spring Loaded Mechanism: 3kg, takes up internal storage space, can launch up to a 4kg item up to 4sq as standard action with a ranged attack against reflex defense 10 to hit designated square, Internal Comlink: 0.1kg, short range, encrypted (+10 DC to intercept any transmisssions), halo capability, Appendages (4) Hand 10kg, Telescopic Probe 2kg 10ft reach, Telescopic Claw 10kg 10ft reach, Tool-4kg Electric Shock Probe, Improved Sensor Pack: +2 Perception, low-light vision, Darkvision: no penalty due to concealment from darkness, Scomp Link: +2 equipment bonus to Use Computer checks to access information from a friendly or helpful computer,

    Talents: Gimmick: can issue a routine command to a computer as a swift action

    Feats:
    (Scou) Point Blank Shot
    (Scou) Weapon Proficiency Pistol
    (Scou) Weapon Proficiency Simple
    (1st) Skill Focus Mechanics
    (BF2) Skill Focus Use Computer

    Trained Skills:
    +10 INITIATIVE (1level+5trained+4dex)
    start battle, avoid feint

    +10 KNOWLEDGE PHYSICAL SCIENCE (1level+5trained+4int)
    astronomy, astrogation, chemistry, mathematics, physics and engineering

    +10 KNOWLEDGE TECHNOLOGY (1level+5trained+4int)
    Function and principle of technological devices, as well as knowledge of cutting edge theories and advancements

    +17 MECHANICS (1level+5trained+4int+5skill focus+2diagnostics package)
    disable device, handle explosives, jury-rig, modify droid, recharge shields, regulate power, repair, repair droid, repair object,

    +11 PERCEPTION (1level+5trained+3wis+2improved sensor pack)
    avoid surprise, eavesdrop, hear distant or ambient noises, notice targets, search, sense deception, sense influence

    +10 PILOT (1level+5trained+4dex)
    avoid collision, dogfight, engage enemy, increase vehicle speed, ram

    +15 STEALTH (1level+5trained+4dex+5size)
    sneak, conceal item, create a diversion to hide, pick-pocket, sleight of hand, snipe

    +15/+17 USE COMPUTER (1level+5trained+4int+5skill focus) additional +2 (scomp link) to access information
    access information, astrogate, disable or erase program, improve access, issue routine command, reprogram droid

    Equipment: 42.2kg (Capacity 54kg)
    Vocabulator(.5kg), Diagnostics Package(4kg), Internal, Encrypted, Short Range Comlink with Halo capability(.1kg), Hand Appendage(10kg), Telescopic Probe Appendage(2kg), Spring Loaded Mechanism(3kg), Improved Sensor Pack(2.5kg), Telescopic Claw Appendage(10kg), Tool Appendage(4kg) electric shock probe, Tool Kit(1kg), Hidden Core(1kg), Darkvision(1.5kg), Stun Grenade(.5kg), Frag Grenade(.5kg), Knife(1kg), Holdout Blaster Pistol(.5kg), 10 blank data cards(.1kg), 5 energy cells,
    Last edited by Vittorio the Red; 08-30-2011 at 08:07 PM.
    Vittorio the Red LN Nerakan Wizard 10/Wizard of High Sorcery Red Robe 10 (Bongs Dragonlance Tabletop RPG)
    Sharky Fishbait CN Kender Mariner 4/ Rogue 4 (Bongs SoS Dragonlance Forum Game)
    Anacoana NE Noordmarian Druid 7 (Bongs Cult of the Ebon Destroyer DLF Game)
    Vittorio the Grey LE Nerakan Wizard 6/ Fighter 1/ Knight of the Thorn 8 (Bongs Dragonlance RPG)

    "Let that be a lesson to us all" - Clearwing (Bongs table top Specter of Sorrows game after companion was devoured by dire lions)

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