You Build the Character #29 - The Old Republic Era

This contest is now closed.

Hi everyone, and welcome back to You Build the Character.

Before Luke, before Anakin, before even Yoda, the mighty civilisations of the galaxy fought epic clashes across a rapidly increasing number of inhabited star systems. This is the Old Republic era, and your challenge is to build a (pre-existing) character from that time. The Tales of the Jedi comics, the Knights of the Old Republic series, the new Old Republic video game... as long as they were around some time between 25,000 years and 1,000 years before ANH, they're fair game.

You can even enter multiple times, provided you follow the rules below.
 
You have until 11.59pm (PT) on Thursday 23 February to post your RPG stats, and any notes you want to post explaining your decisions. Once submissions have closed, all forum members will have until 11.59pm (PT) on Thursday 8 March to vote for their favourite. Whichever build receives the most votes will win.

The prize for winning is having your stats enshrined in the YBtC Hall of Fame, as well as the bragging rights.

The following rules apply to all submissions:

  1. All builds must be created according to RAW, with no house rules (no single Athletics skill, no bonus feats for bloodlines etc).

  2. You may use "unlimited" point buy for ability scores, provided each score is between 3 and 18 at first level (before racial and age adjustments).

  3. You are free to use material from all official Saga Edition books, up to and including The Unknown Regions.

  4. You may enter more than once. An entry can consist of up to three characters. Each individual forum post containing stat blocks counts as an entry unless otherwise specified.

  5. You may not enter more than one set of stats for the same character.

  6. You may not enter a character who has already been the subject of their own competition.

  7. When creating stat blocks, use the species traits from official WotC sources. If a species never received official stats, use the ones from Saga-Edition.com. If there are no stats on Saga-Edition.com, you may create your own, but make sure to include them with your stat block.

  8. You may change your stats at any point up until submissions close, at which point any edited stats will be disqualified.


Have fun everyone, and may the Force be with you. Smile

Josh Cheesman - journalist and Star Wars fan. Visit the YBtC Hall of Fame to see the winners of the Praxeum's regular You Build the Character competitions. Need roleplaying stats for a miniature you're using in your Star Wars game? Try the [Saga] Star Wars Miniatures RPG Stats thread. Check out the The Great Mess Hall Food Fight, the Star Wars thread that can't be derailed. Any and all discussions welcome! I never listen to the Order 66 Podcast.

Juhani
The build uses a 28 point buy, to represent Juhani when you meet her on Dantooie. She has only basic force abilities with block deflect and pretty generic force powers. Cloak represents her stealth ability, throw lightsaber because she has the force power of the same name and Power of the dark side for when she used the dark side to strike at her master


Juhanihead.jpg
Juhani                                                                                                                                                                    CL 7
Medium cathar jedi 7                                                                                        
Force 5; Dark Side 1
Init +11; Sense Perception +10
Languages Basic, Catharese, Huttese                                                                                                                           
Defenses Ref 21 (flat-footed 18), Fort 19; Will 20
hp 70; Threshold 19                                                                                                                                                         
Speed 8 squares
Melee Claw +7 (1d6+3) or
Melee lightsaber +11 (2d8+3) or
Melee lightsaber +8 (2d8+9) with 3 points of power attack double, double handed or
Ranged +10 (by weapon) or
Reach 1 square
Base Atk +7; Grp +10
Atk Options power attack, weapon finesse
Force Powers Known (Use the Force +14): cloak, Force slam, mind trick, move object, stun, surge               
Abilities Str 10, Dex 16, Con 13, Int 12, Wis 15, Cha 12
Special qualities reactive claw
Talents Block, Deflect, Power of the Darkside, Throw lightsaber
Feats Force sensitivity, Force training (2), Power Attack, Skill Focus (use the force), Skill Training (stealth), Weapon finesse, Weapon Proficiency (simple, Lightsaber)
Skills Initiative +11, Perception +10, Stealth +11, Use the Force +14
Possessions lightsaber (self built- synthetic crystal, blue blade), jedi robes, comlink  
Weight 6.7 kg     

I've been enjoying The Old Republic quite a bit over the last month. I recently finished the Sith Inquisitor story line, and decided to stat the Inquisitor's greatest foe: Darth Thanaton. 

Darth Thanaton, previously known as Teneb Kel in one of the tie in comic series, is a Dark Council member and in charge of lorekeeping (I forgot the precise title). While he uses a double bladed lightsaber in the comic like the Sith Assassin advanced class, later in life he is quite clearly a sorcerer through and through. To capture this best, I decided his progression to middle-age lowered his Dex so that he no longer qualified for Dual Weapon Mastery II, and the increased Will and Cha made his Force powers his mainstay, explaining why he only uses Force powers when he faces you. I have a reason or justification for just about everything here, so instead of one big post I can answer any questions about them if people are interested.

NOTE: Since there are 2 different Force Powers known as Force Storm, for the sake of convenience I am calling the version that appeared in The Force Unleashed guide and has the telekinetic descriptor Force Storm, while the version from the Jedi Academy Training manual Dark Storm.

Teneb Kel
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Teneb Kel                                                                          CL 12
Medium Human Male Jedi 7/Sith Apprentice 5
Destiny 2; Force 9; Dark Side 16
Init +13; Senses Use the Force +18
Languages Basic, Abyssin, Huttese, Sith
___________________________________________________________________________________
Defenses Ref 26 (flat-footed 24), Fort 25, Will 27; Block
hp 119; Threshold 25
___________________________________________________________________________________
Speed 6 squares
Melee double lightsaber +15 (2d8+8) or
Melee double lightsaber +13/+13 (2d8+7) with Dual Weapon Mastery
Ranged double lightsaber +15 (2d8+7)
Base Attack +12; Grp +14
Atk Options Dual Weapon Mastery, Melee Defense
Special Actions Telekinetic Savant
Force Powers Known (Use the Force +18); cloak, farseeing, Force disarm, Force grip, Force lightning (2),
Force slam, Force storm, mind trick, move object, surge
Force Techniques Force Point Recovery, Improved Move Light Object
___________________________________________________________________________________
Abilities Str 12, Dex 15, Con 12, Int 16, Wis 16, Cha 15
Talents Block, Dark Side Adept, Force Deception, Force Perception, Lightsaber Throw, Telekinetic Savant,
Visions

Feats Combat Trickery, Dual Weapon Mastery I, Dual Weapon Mastery II, Force Sensitivity, Force Training (3),
Melee Defense, Skill Focus (Use the Force), Weapon Finesse, Weapon Proficiency (lightsabers, simple weapons)

Skills Acrobatics +13, Initiative +13, Knowledge (galactic lore) +14, Knowledge (social sciences) +14, Pilot +13,
Use the Force +18 (may use for Deception and Perception checks, may reroll to activate Dark Side powers)

Possessions double lightsaber (red synthetic, saber lock, self built), Dark robes, encrypted comlink

 

Darth Thanaton
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Darth Thanaton CL 18
Medium Middle-Aged Human Male Jedi 7/Sith Apprentice 8/Sith Lord 3
Destiny 3*; Force 11, Strong in the Force; Dark Side 19
Init +15; Senses Use the Force +22
Languages Basic, Abyssin, Huttese, Sith
___________________________________________________________________________________
Defenses Ref 33 (flat-footed 31), Fort 31, Will 35; Block
hp 149; Threshold 31
___________________________________________________________________________________
Speed 6 squares
Melee lightsaber +21 (2d8+11) or
Ranged lightsaber +21 (2d8+10)
Base Attack +18; Grp +20
Atk Options Dual Weapon Mastery, Melee Defense
Special Actions Telekinetic Savant
Force Powers Known (Use the Force +22); cloak, dark storm (2), farseeing, Force disarm, Force grip,
Force lightning
(3), Force slam, Force storm, mind trick, move object, slow, surge
Force Secret Devastating Power, Multitarget Power
Force Techniques Force Point Recovery, Improved Dark Storm, Improved Force Lightning,
Improved Move Light Object

___________________________________________________________________________________
Abilities Str 11, Dex 14, Con 11, Int 18, Wis 19, Cha 17
Talents Affliction, Block, Dark Side Adept, Dark Side Master, Force Deception, Force Focus, Force Perception,
Lightsaber Throw, Telekinetic Savant, Visions

Feats Combat Trickery, Dual Weapon Mastery I, Dual Weapon Mastery II, Force Sensitivity, Force Training (3),
Melee Defense, Skill Focus (Knowledge [galactic lore], Use the Force), Strong in the Force, Weapon Finesse,
Weapon Proficiency (lightsabers, simple weapons)

Skills Acrobatics +15, Initiative +15, Knowledge (bureaucracy) +18, Knowledge (galactic lore) +23, Knowledge
(social sciences) +18, Pilot +15, Use the Force +22 (may use for Deception and Perception checks, may reroll to
activate Dark Side powers)

Possessions lightsaber (red synthetic, electrum plating, self built), Dark robes, encrypted comlink
*Is considered to have completed the Destruction destiny, granting him +2 Wisdom. 

 


MARKA RAGNOS, DARK SIDE SPIRIT                      CL
20
Medium Sith-Human hybrid noble 7 / force adept 3 / sith apprentice 5 / sith lord 5
Destiny 5; Force 17; Dark Side 16
Init +15; Senses Perception +18
Languages Basic, Sith
Defenses Ref 33 (flat-footed 33), Fort 35, Will 37, Immune to all melee & ranged attacks, as well as Force Powers with the [telekenitic] descriptor
hp 163; Threshold 40
Speed 6 squares, unhindered by terrain and can pass through solid objects regardless of hardness
Melee N/A
Ranged N/A
Base Atk +17; Grp +23
Atk Options Cleave, Great Cleave, Mighty Swing, Power Attack
Special Actions Born Leader, Fearless, Temptation, Improved Weaken Resolve
Force Powers Known (Use The Force +24) Dark Rage, Force Grip, Force Lightning (x2), Force Thrust, Move Object, Surge (x2)
Force Techniques Known Force Power Mastery, Improved Move Light Object, Improved Sense Surroundings
Force Secrets Known Devastating Power, Multitarget Power
Abilities Str 22 (+6), Dex 10 (0), Con N/A, Int 10 (0), Wis 16 (+3), Cha 22 (+6)
Special Qualities Dark Side Spirit Traints (Dark Spiritual Travel, Manifestation, Possession) [See JATM, p. 118]
Talents Adept Negotiator, Presence, Weaken Resolve, Improved Weaken Resolve, Born Leader, Attune Weapon, Empower Weapon, Dark Healing, Improved Dark Healing, Dark Scourge, Dark Side Adept, Dark Side Master
Feats Cleave, Force Sensitive, Force Training (x2), Great Cleave, Improved Damage Threshold (x1), Mighty Swing, Power Attack, Skill Focus (x1), Strong in the Force, Weapon Focus (simple), WP (pistols, simple)
Skills Deception +21, Initiative +15, Knowledge (Galactic Lore) +15, Knowledge (Life Sciences) +15, Perception +18, Persuasion +21, Use the Force +26
Possessions None, though he appears to wield the Sceptre of Ragnos and his Heirloom Sith Longsword, (once his attuned & empowered weapon, but now an heirloom item per the rules in LECG, p. 97).*

* Those who dare to visit the tomb of Marka Ragnos on Korriban may find, among the many treasures, weapons and banners that adorn his sepulchre, his Heirloom Sith Longsword:



MARKA RAGNOS' HEIRLOOM SITH LONGSWORD (per Sith Sword rules on ToTG, p. 159, and Heirloom Items on LECG, p. 97)
Simple Weapon
Marka Ragnos created his Heirloom Sith Longsword during the days of the Sith's Golden Age using arcane alchemical techniques.  Due to its alchemical treatment, it is nearly as dangerous as a lightsaber.  A lightsaber does not ignore a Sith sword's DR, and characters who are proficient with a Sith longsword can treat it as a lightsaber for the purposes of using the Block, Deflect, and Redirect Shot talents (and any talents that have those Jedi talents as a prerequisite).
Additionally, Marka Ragnos' Heirloom Sith Longsword becomes more powerful in the hands of a character who is steeped in the dark side of the Force.  A character proficient in the Sith Longsword's use can spend a Force Point as a swift action to gain a bonus to damage rolls with the Sith sword equal to his or her Dark Side Score. This bonus to damage applies to the next attack made before the end of the encounter, and activating this ability increases the wielder's Dark Side Score by 1.
Heirloom Weapon Qualities
 Steeped in the Dark Side - once per encounter, weilder can apply a Destiny Bonus equal to 1/2 his Dark Side Score on any one attack roll or skill check made before the end of his turn; applying this bonus increases the character's Dark Side Score by 1
 Attunement - a Force-sensitive character can spend 24 hours meditating over the Sith Longsword and spend a Force Point to attune the weapon, gaining the benefits of the weapon as if he had constructed it himself
Size Medium;
Cost
N/A
Damage
1d8;
Weight
3 kg;
Type
Slashing or piercing;
Availability
Illegal, Unique

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Two weeks now until this contest closes.
Josh Cheesman - journalist and Star Wars fan. Visit the YBtC Hall of Fame to see the winners of the Praxeum's regular You Build the Character competitions. Need roleplaying stats for a miniature you're using in your Star Wars game? Try the [Saga] Star Wars Miniatures RPG Stats thread. Check out the The Great Mess Hall Food Fight, the Star Wars thread that can't be derailed. Any and all discussions welcome! I never listen to the Order 66 Podcast.
Jarael CL 8



Medium Arkanian Offshoot scout 4/scoundrel 1/soldier 3
Init +11; Senses Perception +9
Languages Arkanian, Basic

Defenses Ref 22 (flat-footed 20), Fort 21, Will 19
hp 70; Threshold 21

Speed  6 squares
Melee shockstaff +8 (2d6+7) or
Melee shockstaff +8 (2d6+8) with both hands or
Melee shockstaff +3 (2d6+8) and shockstaff +3 (2d6+8)
Ranged  by weapon +8
Base Atk +6; Grp +8

Abilities Str 12, Dex 15, Con 13, Int 12, Wis 11, Cha 15

Talents Acute Senses [Core p.49], Devastating Attack (advanced melee) [Core p.53], Fortune's Favor [Core p.46], Improved Initiative [Core p.49], Weapon Specialization (advanced melee) [Core p.53]
Feats Armor Proficiency (light) [Core p.82], Dual Weapon Mastery I [Core p.84], Force Sensitivity [Core p.85], Master of Disguise [GOI p.28], Point Blank Shot [Core p.87], Shake it Off [Core p.88], Weapon Focus (advanced melee) [Core p.89], Weapon Proficiency (advanced melee, lightsabers, pistols, rifles, simple weapons) [Core p.89]
Skills Deception +11 (+16 when creating a deceptive appearance or forged document), Endurance +15, Initiative +11 (may reroll but must keep the result of the reroll even if worse), Jump +10, Perception +9 (may reroll but must keep the result of the reroll even if worse), Ride +11
Possessions comlink, shockstaff, various clothes and disguises

Come and see my Star Wars Character Gallery! Please add a comment Winner of You Build the Character #26 Bounty Hunters Winner of YBtC #39 A New Hope
Freedon Nadd was an Old Republic Jedi prodigy whose conscious decision to embrace the dark side of the Force had a significant impact on galactic events for many generations after his death. Nadd's career began as a student in training on the planet Ossus, but a lust for greater power caused him to slay his Master, Matta Tremayne, and renounce his affiliation with the Jedi Order. He fled Ossus and made his way to the heart of the old Sith Empire, where he gained an enormous wealth of dark side knowledge. He eventually followed the Force to the jungle moon of Yavin 4, where he found and apprenticed himself to the ancient Dark Lord Naga Sadow. Sadow trained Nadd in the Sith arts, and led the young Jedi even further down the dark path. When he determined that he had learned all his Sith Master had to offer, Nadd used his newfound powers to destroy Sadow and left Yavin 4 behind in search of a world to conquer as his own. He proclaimed himself Dark Lord of the Sith, and used his sorcerous powers to subjugate the world of Onderon, where he ruled as king from the capital of Iziz until his physical demise in 4,350 BBY. His body was entombed below the royal palace of Iziz, which became a focal point of Sith power. Nadd's spirit lingered in the tomb, from whence it taught the descendants of his bloodlineand further steeped Onderon in the miasma that was the dark side of the Force.

By 4,000 BBY, the exaltation of Freedon Nadd's memory was the catalyst for the final battle of the centuries-spanning Beast Wars of Onderon, a conflict that arose between the citizens of Iziz who worshiped the deceased Dark Lord and those who had been cast out for their refusal to pledge allegiance to the Sith. A team of Jedi Knights led by Arkanian Master Arca Jeth came to Onderon, ended the battle, and brought a temporary halt to Nadd's influence over the planet with the defeat of Queen Amanoa. However, Amanoa's husband, King Ommin, reasserted Sith influence over the planet when he summoned Freedon Nadd's spirit from Chaos. The restored Naddist cult then rose up in arms and stole the Dark Lord's sarcophagus in a surprise attack during Amanoa's funeral. Nadd revealed himself to the Jedi and participated in the capture of Arca Jeth, who was ultimately rescued by the Jedi after the defeat of King Ommin during the final stages of the Naddist insurrection. Conceding failure, Nadd abandoned Ommin to the mercy of the Jedi, and his spirit was forever banished from Onderon by the power of Arca Jeth. Prior to his departure, however, Nadd happened upon Tetan socialites Aleema and Satal Keto—who had come to Onderon in search of dark side knowledge—and chose to pass the Sith teachings on to them. While Nadd's tomb was relocated to Onderon's jungle moon by the Jedi, his spirit appeared to one of them, Ulic Qel-Droma, and foretold the young Knight's destiny as a Lord of the Sith.


For months Freedon Nadd trained the Ketos in Sith magic, but his interests shifted when Exar Kun, a powerful fallen Jedi with dark side curiosities, stirred the Dark Lord's spirit from within his lunar grave. Nadd guided Kun to the ancient Sith homeworld of Korriban where, through a series of trials designed to test his resolve, he decided that Exar Kun was worthy of Sith apprenticeship. Nadd then led Kun to the ancient dwellings of his own Sith Master on Yavin 4 and was pleased when Kun wholeheartedly embraced the Sith after he defeated an enormous Sith wyrm and subjugated the native Massassi warriors. Finally convinced that his apprentice had become one with the dark side, Nadd revealed his need for Exar Kun to create a physical body for him through alchemical means, that he might once again command the power of the Force. Kun, however, refused to entertain Nadd any longer, and in that moment betrayed him. His apprentice's strength tremendously amplified by a Sith amulet, Nadd was attacked by Kun with a potent blast of Force energy that mortally wounded the Sith spirit. Consigned to oblivion for a second time, Nadd contacted the Ketos in his final act and warned them of the threat that Exar Kun posed. He then declared that, along with Ulic Qel-Droma, the future of the Sith rested with Satal and Aleema, before fading into Chaos and dying a second death


.


CL 16

Medium Human jedi 7 / sith apprentice 4 / sith lord 5
Force 15; Dark Side 15
Init +16; Senses Low-light vision, Perception +10
Languages Basic, Catharese, Sith

Defenses Ref 31 (flat-footed 29), Fort 31, Will 31
hp 157; Threshold 31

Speed 4 squares
Melee lightsaber +22 (2d8+14) or
Melee lightsaber +22 (2d8+16) with both hands or
Melee lightsaber +22 (3d8+16) with Mighty Swing
Ranged heavy blaster pistol +15 (3d8+8)
Base Atk +16; Grp +19
Atk Options Mighty Swing, Triple Critical
Special Actions Battle Analysis, Deflect, Fearless, Temptation
Force Powers Known (Use The Force +21) Battle Strike, Dark Rage, Force Lightning (x2), Mind Trick, Surge
Force Techniques Known Force Point Recovery
Force Secrets Known Devastating Power, Distant Power, Multitarget Power, Quicken Power

Abilities Str 14, Dex 16, Con 14, Int 14, Wis 15, Cha 16
Talents Adept Negotiator, Battle Meditation, Deflect, Weapon Specialization (lightsabers), Power of the Dark Side, Armored Defense, Greater Weapon Focus (lightsabers), Dark Side Adept, Force Deception
Feats Armor Proficiency (Light, Medium), Force Sensitive, Force Training (x2), Mighty Swing, Skill Focus (x1), Strong in the Force, Triple Critical (lightsabers), Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple)
Skills Deception +11 (may Use the Force +21 instead), Endurance +15, Initiative +16, Knowledge (Bureaucracy) +15, Knowledge (Galactic Lore) +15, Use the Force +21 (may reroll to activate dark side powers but must keep the result of the reroll even if worse)
Possessions lightsaber (self-built, improved damage), heavy blaster pistol (improved accuracy), ceremonial armor (+7 armor)

Aleema and Satal Keto were cousins and the heir-apparents to the Empress Teta star system.  They were seduced by the Dark Side, founded a cult they called the Krath, and ultimately joined forces with Exar Kun and Ulic Qel-Droma to launch one of the bloodiest wars in galactic history.

While both Ketos were accomplished Sith sorcerers specializing in mind-bending and illusions, Aleema was more skilled at both and also had great interpersonal skills while Satal became proficient in Sith alchemy and melee combat.

Each Keto was built with a 28 point buy.  These builds represent their abilities around the time that Satal met his death at the hands of Ulic Qel-Droma.


           Aleema Keto



Medium Human Noble 5/Jedi 1/Scoundrel 1/Force Adept 3   CL 10
Force 8  DSS  16
Init +10; Senses Perception +12
Languages Basic, Bocce, Bothan, Durese, Mon Cal, Sith, (1 other)
Defenses Ref 22 (flat-footed 22), Fort 22, Will 27
hp 52; Threshold 21
Speed 6 squares
Melee unarmed +9 (1d4+5) or
Melee Sith sword +9 (1d8+5)
Ranged  blaster pistol +6 (3d6+5)
Base Atk +6; Grp +6
Atk Options  Sith Amulet, Sith Sword,
Special Actions  Dark Side Manipulation, Illusion, Krath Illusions, Seducer, Silver Tongue, Sith Talisman
Force Powers Known   corruption (2), farseeing, Force lightning, Force storm (JATM), intercept, mind trick (2), move object, obscure (2), thought bomb
Force Techniques Improved Mind Trick
Force Regimens  Eyes of the Force, Oxygen Bottle, Quiet the Mind, Telekinetic Practice
Abilities Str 10, Dex 10, Con 10, Int 16, Wis 16, Cha 16
Talents  Dark Side Manipulation, Illusion, Krath Illusions, Noble Fencing Style, Regimen Aptitude, Seducer, Telepathic Intruder
Feats Force Regimen Mastery, Force Sensitivity, Force Training (3), Linguist, Point Blank Shot, Silver Tongue, Skill Focus (Use the Force), Weapon Proficiency (lightsabers, pistols, simple)
Skills Deception +13, Initiative +10, Knowledge (bureaucracy, galactic lore, tactics) +13, Perception +12, Persuasion +13, Pilot +10, Use the Force +18 (+23 when activating Force regimens)
Possessions blaster pistol, Sith Amulet, Sith Sword, Sith Talisman


 


 


       Satal Keto
 


Medium Human Noble 5/Jedi 1/ Soldier 1/Sith Apprentice 3   CL 10
Force 8   DSS 16
Init +10; Senses Perception +12
Languages Basic, Bocce, Bothan, Durese, Mon Cal, Sith, (1 other)
Defenses Ref 25 (flat-footed 22), Fort 26, Will 25
hp 55; Threshold 26
Speed 6 squares
Melee unarmed +11 (1d4+5) or
Melee Sith sword +11 (1d8+5)
Ranged heavy blaster pistol +8 (3d8+5)
Base Atk +8; Grp +8
Atk Options  Cunning Attack, Sith Amulet, Sith sword
Special Actions  Illusion, Krath Intuition, Krath Surge, Sith Talisman
Force Powers Known  blind (2), Force grip, Force lightning, mind trick (2), move object, negate energy
Force Techniques  Improved Mind Trick
Abilities Str 10, Dex 10, Con 10, Int 16, Wis 16, Cha 16
Talents Armored Defenses, Block, Illusion, Krath Intuition, Krath Surge, Noble Fencing Style, Sith Alchemy
Feats Armor Proficiency (light), Cunning Attack, Force Sensitivity, Force Training (2), Linguist, Predictive Defense, Skill Focus (Use the Force), Weapon Proficiency (lightsabers, pistols, simple)
Skills Deception +13, Initiative +10, Knowledge (bureaucracy, galactic lore, physical sciences, tactics) +13, Perception +12, Persuasion +13, Use the Force +18 (+20 with Dark Side powers)
Possessions light dark armor (+4 armor, +3 Fort, Max Dex +3) with Dark Side energy trait (+2 on Use the Force to activate Dark Side powers), heavy blaster pistol, Sith Amulet, Sith Poison (2 doses), Sith Spellbook, Sith Sword, Sith Talisman

Winner of the You Make the... Contest #9: Jedi Padawans Winner of the You Build the Character#33:  EU Bounty Hunters Winner of the You Build the Character #37:  The Empire Strikes Back Winner of the "Ultimate Dream Builds #1: The Underworld" I am Blue/Black
I am Blue/Black
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
I'm both selfish and rational. I'm scheming, secretive and manipulative; I use knowledge as a tool for personal gain, and in turn obtaining more knowledge. At best, I am mysterious and stealthy; at worst, I am distrustful and opportunistic.

Seinn_Sconn, on Aleema I count 6 talent when she should have 7

Good catch, october_knight.  At least I get to add something rather than needing to take it away Smile.  Added Regimen Aptitude.
Winner of the You Make the... Contest #9: Jedi Padawans Winner of the You Build the Character#33:  EU Bounty Hunters Winner of the You Build the Character #37:  The Empire Strikes Back Winner of the "Ultimate Dream Builds #1: The Underworld" I am Blue/Black
I am Blue/Black
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
I'm both selfish and rational. I'm scheming, secretive and manipulative; I use knowledge as a tool for personal gain, and in turn obtaining more knowledge. At best, I am mysterious and stealthy; at worst, I am distrustful and opportunistic.


Bastila Shan CL 17


Medium Human Jedi 9/Jedi Knight 5/Sith apprentice 1/Jedi Master 2
Destiny 3; Force 8; Dark Side 1
Init +17; Senses Perception +15
Languages Basic
-------------------------------------------------------------
Defenses Ref 34 (flat-footed 30), Fort 31, Will 32; Block [Core p.41], Deflect [Core p.41]
hp 135; second wind +33/67; Threshold 31
Immune fear effects
-------------------------------------------------------------
Speed  6 squares
Melee double-bladed lightsaber +24 (2d8+9) or
Melee double-bladed lightsaber +24/+24 (2d8+9) with DWM or
Melee double-bladed lightsaber +19/+19/+19 (2d8+9) with DWM and Double Attack or
Melee unarmed +21 (1d4+9)
Ranged  by weapon +21
Base Atk +17; Grp +21
Atk Options Double Attack (lightsabers), Dual Weapon Mastery, Twin Weapon Mastery [JATM p.21], Twin Weapon Style [JATM p.21]
Special Actions Battle Meditation [Core p.40], Improved Battle Meditation [KOTOR p.25], Jedi Battle Commander [KOTOR p.39], Power of the Dark Side [Core p.101], serenity
Force Powers Known (Use The Force +21) battle strike (3) (may take 10 even when distracted or threatened) [Core p.96], Force grip [Core p.97], Force lightning [Core p.97], Force slam (3) [Core p.97], Force stun [Core p.98], mind trick [Core p.98], rebuke [Core p.100], vital transfer [Core p.100]
Force Techniques Force Power Mastery (battle strike) [Core p.102], Improved Battle Strike [TFU p.88]
Force Secrets Devastating Power [Core p.103]
-------------------------------------------------------------
Abilities Str 12, Dex 18, Con 12, Int 10, Wis 14, Cha 17
Special Qualities build lightsaber
Talents Battle Meditation [Core p.40], Block [Core p.41], Deflect [Core p.41], Greater Weapon Focus (lightsabers) [Core p.218], Improved Battle Meditation [KOTOR p.25], Jedi Battle Commander [KOTOR p.39], Multiattack Proficiency (lightsabers) [Core p.218], Power of the Dark Side [Core p.101], Twin Weapon Mastery [JATM p.21], Twin Weapon Style [JATM p.21]
Feats Double Attack (lightsabers) [Core p.84], Dual Weapon Mastery I [Core p.84], Dual Weapon Mastery II [Core p.84], Force Sensitivity [Core p.85], Force Training (4) [Core p.85], Skill Focus (Use the Force) [Core p.88], Unleashed [TFU p.35], Weapon Finesse [Core p.89], Weapon Focus (lightsabers) [Core p.89], Weapon Proficiency (lightsabers, simple weapons) [Core p.89]
Trained Skills Initiative +17, Perception +15, Use the Force +21
Untrained Skills Acrobatics +12, Climb +9, Deception +11, Endurance +9, Gather Information +11, Jump +9, Knowledge +8, Mechanics +8, Persuasion +11, Pilot +12, Ride +12, Stealth +12, Survival +10, Swim +9, Treat Injury +10, Use Computer +8
Possessions double-bladed lightsaber, self-built
Destiny: Champion. Bastila’s destiny is to help the Republic to victory in the battle of Rakata Prime. She uses her Battle Meditation (Unleashed) to turn the tide of battle from the Sith to the Republic’s favor.


Design notes:

This is Bastila by the end of KOTOR 1. She is a master of Battle Meditation, so I gave her Improved Battle Meditation and Jedi Battle Commander, which imposes a penalty to opponents and an enhanced bonus to allies. This reflects her ability to affect her allies and opponents at the battle of Rakata Prime.

Her trademark power is Unleashed Battle Meditation, which she uses at the end of KOTOR 1, first to aid Darth Malak and his Star Forge-created arsenal of warships. After, when she returns to the light, she uses her Unleashed Battle Meditation to help the Republic vanquish the Sith armada. As described in the rulebook, Unleashed Battle Meditation expands to encompass all within the same star system.

I gave her a level of Sith Apprentice to reflect her turn to the dark side under Darth Malak’s torture. She gained a number of dark powers, such as Power of the Dark Side, and Force Lightning, which she uses in battle against a redeemed Revan. When she fails to defeat him despite tapping into the vast power of the Star Forge, Revan urges her to return to the light. He helps to free her from the grip of the dark side, and she performs a dramatic act of heroism by turning her Battle Meditation to help the Republic. As described in SECR page 95, this redeems a dark character and reduces her darkside score to 1.

Bastila’s trademark weapon is her double-bladed lightsaber. Dual Weapon Mastery, Double Attack, Twin Weapon Mastery, and Twin Weapon Style reflect her extensive training.










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Admiral Carth Onasi CL 13


Medium Human soldier 7/ace pilot 3/gunslinger 3
Destiny 2; Force 5
Init +14; Senses Perception +12
Languages Basic, Durese, Rodese
-----------------------------------------------------
Defenses Ref 30 (flat-footed 27), Fort 26, Will 26; Vehicle Dodge +1, Vehicular Combat [Core p.89]
hp 106; second wind +26/53, move +2 steps up condition track; Threshold 26
-----------------------------------------------------
Speed  6 squares
Melee unarmed +13 (1d4+7)
Ranged blaster pistol +16 (3d6+11) or
Ranged blaster pistol +14 (4d6+11) with Rapid Shot or
Ranged blaster pistol +16/+16 (3d6+11) with DWM or
Ranged blaster pistol +14/+14 (4d6+11) with DWM and Rapid Shot or
Base Atk +12; Grp +15
Atk Options Devastating Attack (pistols), Dual Weapon Mastery, Point Blank Shot [Core p.87], Precise Shot [Core p.87], Rapid Shot [Core p.88]
Special Actions Battle Analysis [Core p.52], Full Throttle [Core p.207], Improved Quick Draw
-----------------------------------------------------
Abilities Str 13, Dex 17, Con 12, Int 14, Wis 13, Cha 12
Special Qualities trusty sidearm +1
Talents Battle Analysis [Core p.52], Devastating Attack (pistols) [Core p.53], Full Throttle [Core p.207], Improved Quick Draw [Core p.216], Keep it Together [Core p.207], Multiattack Proficiency (pistols) [Core p.216], Tested in Battle [GAW p.22], Weapon Specialization [Core p.53]
Feats Armor Proficiency (light, medium) [Core p.82], Dual Weapon Mastery I [Core p.84], Dual Weapon Mastery II [Core p.84], Point Blank Shot [Core p.87], Precise Shot [Core p.87], Quick Draw [Core p.87], Rapid Shot [Core p.88], Skill Focus (Pilot) [Core p.88], Vehicular Combat [Core p.89], Weapon Focus (pistols) [Core p.89], Weapon Proficiency (pistols, rifles, simple weapons) [Core p.89]
Trained Skills Initiative +14, Knowledge (tactics) +13, Perception +12, Pilot +19, Treat Injury +12, Use Computer +13
Untrained Skills Acrobatics +9, Climb +7, Deception +7, Endurance +7, Gather Information +7, Jump +7, Knowledge (bureaucracy) +8, Knowledge (galactic lore) +8, Knowledge (life sciences) +8, Knowledge (physical sciences) +8, Knowledge (social sciences) +8, Knowledge (technology) +8, Mechanics +8, Persuasion +7, Ride +9, Stealth +9, Survival +7, Swim +7
Possessions 2 blaster pistols (tech specialist mod; +2 damage), jacket


Design notes:

This is Carth Onasi in KOTOR 2, when he has been through all his adventures with Revan and has been promoted to Admiral. Levels in Ace Pilot reflect his expertise in piloting. Gunslinger levels and the many ranged feats and talents demonstrate his trademark expertise in dual wielding blaster pistols.








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"And now you run in search of the Jedi. They are all dead, save one—and one broken Jedi cannot stop the darkness that is to come."―Sion, to Kreia




Darth Sion, Lord of Pain CL 20


Medium Human Jedi 12/Sith apprentice 4/Sith Lord 4
Destiny 10; Force 17; Dark Side 16
Init +15; Senses Perception +18
Languages Basic, Sith
----------------------------------------------------------------------------------------------
Defenses Ref 33 (flat-footed 33), Fort 37, Will 36; Block [Core p.41]
hp 214, Never Surrender; second wind +53/107, 3 per encounter, +1d6 hp per FP (max +10d6); Threshold 42; Dark Preservation
Immune fear effects
----------------------------------------------------------------------------------------------
Speed  6 squares
Melee lightsaber +27 (2d8+17) or
Melee lightsaber +27 (2d8+22) with both hands or
Melee lightsaber +22 (2d8+32) with Power Attack 5 or
Melee lightsaber +17 (2d8+42) with Power Attack 10 or
Melee lightsaber +22/+22 (2d8+22) with Double Attack or
Melee lightsaber +17/+17/+17 (2d8+22) with Triple Attack or
Melee unarmed +25 (1d4+15)
Ranged  by weapon +20
Base Atk +20; Grp +25
Atk Options Double Attack (lightsabers), Power Attack [Core p.87], Severing Strike [Core p.218], Triple Attack (lightsabers), Wicked Strike [Core p.224]
Special Actions Consumed by Darkness [CWCG p.53], Equilibrium [Core p.101], Force Recovery [Core p.101], Power of the Dark Side [Core p.101], temptation
Force Powers Known (Use The Force +21) battle strike (3) [Core p.96], crucitorn (3) [JATM p.24], dark rage (may take 10 even when distracted or threatened) [Core p.96], Force slam (2) [Core p.97], hatred [JATM p.26], memory walk [JATM p.27], mind trick [Core p.98]
Force Techniques Force Power Mastery (dark rage) [Core p.102], Improved Dark Rage [TFU p.88]
Force Secrets Corrupted Power [TFU p.89], Debilitating Power [TFU p.89], Devastating Power [Core p.103]
----------------------------------------------------------------------------------------------
Abilities Str 20, Dex 10, Con 18, Int 12, Wis 16, Cha 12
Special Qualities build lightsaber
Talents Block [Core p.41], Consumed by Darkness [CWCG p.53], Dark Preservation [LECG p.55], Dark Side Adept [Core p.223], Equilibrium [Core p.101], Force Recovery [Core p.101], Power of the Dark Side [Core p.101], Severing Strike [Core p.218], Weapon Specialization (lightsabers) [Core p.41], Wicked Strike [Core p.224]
Feats Double Attack (lightsabers) [Core p.84], Extra Second Wind (2) [Core p.85], Force Sensitivity [Core p.85], Force Training (3) [Core p.85], Improved Damage Threshold [Core p.85], Never Surrender [GAW p.24], Power Attack [Core p.87], Skill Focus (Endurance, Use the Force) [Core p.88], Triple Attack (lightsabers) [Core p.89], Unstoppable Combatant [RECG p.30], Weapon Focus (lightsabers) [Core p.89], Weapon Proficiency (lightsabers, simple weapons) [Core p.89]
Trained Skills Endurance +24, Initiative +15, Perception +18, Use the Force +21 (may reroll to activate dark side powers but must keep the result of the reroll even if worse)
Untrained Skills Acrobatics +10, Climb +15, Deception +11, Gather Information +11, Jump +15, Knowledge +11, Mechanics +11, Persuasion +11, Pilot +10, Ride +10, Stealth +10, Survival +13, Swim +15, Treat Injury +13, Use Computer +11
Possessions lightsaber


Here are his attack bonuses including Dark Rage DC 25, which he will easily achieve by taking 10 on his UtF to get 31 (due to Force Power Mastery):

Melee lightsaber +33 (2d8+23) or
Melee lightsaber +33 (2d8+28) with both hands or
Melee lightsaber +28 (2d8+38) with Power Attack 5 or
Melee lightsaber +23 (2d8+48) with Power Attack 10 or
Melee lightsaber +18 (2d8+58) with Power Attack 15 or
Melee lightsaber +13 (2d8+68) with Power Attack 20 or
Melee lightsaber +28/+28 (2d8+28) with Double Attack or
Melee lightsaber +23/+23/+23 (2d8+28) with Triple Attack or


Notes:

Darth Sion embodies the unbeatable enemy. He's a Sith so vile that he channels his own anger through the Force to keep himself alive even though he should be dead. Thanks to his intense anger and pain, he literally holds his decaying body together through the dark side of the Force. The Jedi Exile defeated him countless times in combat, but he kept rising each time. It was only after she persuaded him to let go of his pain and anger that Sion finally gave himself over to death.

To reflect this, I gave this build of Darth Sion the Dark Preservation talent to avoid moving down the CT, as well as the Equilibrium talent to move back to the top of the CT. He also has Crucitorn, which can be used as a reaction to boost his already-inflated Damage Threshold by 5 to 20 points. Also, I gave him a higher-than-normal number of Destiny Points, which can be used to cause several automatic misses, as well as the maximum allowed FP’s. He can catch 3 second winds per encounter, each time gaining 53 + 10d6 hp, assuming he has at least 10 FP’s (due to Extra Second Winds, Unstoppable Combatant, and Force Recovery). Finally, the Never Surrender feat lets him avoid getting knocked out when reaching 0 hp for the first time in the encounter.






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"He is a wound in the Force, more presence than flesh, and in his wake life dies… sacrificing itself to his hunger."―Visas Marr  


Darth Nihilus, Lord of Hunger CL 20


Medium Human (Dark Side Aberration) Jedi 7/Sith apprentice 8/Sith Lord 5
Destiny 5; Force 12, Strong in the Force; Dark Side 21
Init +16; Senses Use the Force +24
Languages Sith, Basic (understand only)
-------------------------------------------------------------
Defenses Ref 34 (flat-footed 33), Fort 38, Will 38
hp 234; second wind +58/117; Threshold 38; Dark Preservation
Immune fear effects
-------------------------------------------------------------
Speed  6 squares
Melee lightsaber +26 (2d8+15) or
Melee lightsaber +26 (2d8+20) with both hands or
Melee unarmed +25 (1d4+15)
Ranged Improved Dark Healing +21 vs Fort of all within 6sq (13d6, half damage on miss; you heal same amount damaged)
Base Atk +20; Grp +25
Atk Options Dark Scourge [Core p.223]
Special Actions Dark Presence [Core p.101], Drain Force [KOTOR p.40], Improved Dark Healing, Power of the Dark Side [Core p.101], temptation
Force Powers Known (Use The Force +24) battle strike (2) [Core p.96], corruption (3) [TFU p.85], dark rage [Core p.96], drain energy (2) [JATM p.25], farseeing [Core p.96], fear (3) [KOTOR p.24], Force grip (3) [Core p.97], Force lightning (3) [Core p.97], Force slam (2) [Core p.97], mind trick [Core p.98], move object (3) [Core p.98], rebuke (5) [Core p.100], sever Force [Core p.100]
Force Techniques Force Point Recovery [Core p.102], Improved Dark Rage [TFU p.88], Improved Force Lightning [TFU p.88], Improved Mind Trick [TFU p.89]
Force Secrets Devastating Power [Core p.103], Distant Power [Core p.103], Enlarged Power [TFU p.89], Holocron Loremaster [JATM p.37]
-------------------------------------------------------------
Abilities Str 20, Dex 12, Con 20, Int 10, Wis 21, Cha 18
Special Qualities build lightsaber
Talents Affliction [KOTOR p.40], Dark Healing [Core p.223], Dark Presence [Core p.101], Dark Preservation [LECG p.55], Dark Scourge [Core p.223], Dark Side Adept [Core p.223], Drain Force [KOTOR p.40], Force Perception [Core p.101], Improved Dark Healing [Core p.224], Power of the Dark Side [Core p.101], Visions [Core p.101]
Feats Dreadful Countenance [Core p.1], Force Boon [Core p.85], Force Sensitivity [Core p.85], Force Training (5) [Core p.85], Skill Focus (Knowledge [galactic lore], Use the Force) [Core p.88], Strong in the Force [Core p.88], Unleashed [TFU p.35], Weapon Proficiency (lightsabers, simple weapons) [Core p.89]
Trained Skills Initiative +16, Knowledge (galactic lore) +20, Perception +15 (may Use the Force +24 instead), Persuasion +14 (may reroll to activate a fear effect but must keep the result of the reroll even if worse), Use the Force +24 (may reroll to activate dark side powers but must keep the result of the reroll even if worse; may reroll to activate a fear effect but must keep the result of the reroll even if worse)
Untrained Skills Acrobatics +11, Climb +15, Deception +14, Endurance +15, Gather Information +14, Jump +15, Knowledge (bureaucracy) +10, Knowledge (life sciences) +10, Knowledge (physical sciences) +10, Knowledge (social sciences) +10, Knowledge (tactics) +10, Knowledge (technology) +10, Mechanics +10, Pilot +11, Ride +11, Stealth +11, Survival +15, Swim +15, Treat Injury +15, Use Computer +10
Possessions lightsaber, Mask of Darth Nihilus [Unknown Regions page 220], Sith robes


Design notes:

Darth Nihilus is driven to drain the life force from other living beings. He can drain the life from entire planets; he simply needs to be within orbit of a planet to drain its life. He is especially attracted to planets that have force-sensitive beings on it, and he can detect such planets from across the galaxy.

Darth Nihilus is pure dark side energy. He cannot be harmed unless certain circumstances and events occur. First, Darth Nihilus must attempt to drain the life force from someone who is a wound in the force. To date, the only known person that is a wound in the Force other than Nihilus himself is the Jedi Exile. Once Nihilus tries to drain the force from a wound in the force, the resulting shock and disruption will cause him to become mortal for a short time. Also, Visas Marr was able to disrupt the force bond that she had with Nihilus, further helping the Exile to defeat him.

It’s nearly impossible to describe Darth Nihilus’ vast power in terms of simple feats and talents. However, I did give him certain ones that match his ability, at least on a small scale. Drain Force and Improved Dark Healing are a couple examples of draining the life and force out of an opponent. Dreadful Countenance exemplifies the fear he invoked in others.


Personal observations:


(note: This information is repeated in Meetra Surik's statblock)

Here are some of my personal observations about Nihilus and his relationship with Meetra Surik (the Jedi Exile):

Nihilus was at the battle of Malachor V, when all life in and around the planet was destroyed. This had a profoundly devastating effect on the two Jedi that survived: Meetra Surik (the Jedi Exile), and the Jedi that would become Darth Nihilus. Although they somehow survived, the overwhelming shock of the loss of life around them caused them both to become a wound in the Force.

To cope with the sudden trauma, Meetra severed herself from the Force, and the Jedi that would become Darth Nihilus developed the ability to drain the life force from others. From that point onwards, although similar in many respects, these two Jedi went in different directions. Meetra dedicated herself to the light, using her unique abilities to draw others to herself, lead them, influence them towards the light, and train them to become Jedi. On the other hand, Darth Nihilus went down the path of darkness and used his unique abilities to consume and destroy.

In a sense, Meetra is the equal and opposite to Nihilus. They are both broken survivors of Malachor V, they are both wounds in the Force, and they both have unique abilities. And that’s why Meetra was the only one who could defeat Nihilus.

Some might object, “Meetra was nowhere near as powerful as Darth Nihilus; he consumed entire planets!” True, however, Meetra’s ability to draw others to herself and make them stronger and more powerful can be just as impressive. Darth Nihilus could wipe out an entire planet, but Meetra can create an army of light warriors. She can draw together a group of nobody’s and make them powerful agents and leaders of light.

In the end, all Nihilus could do was destroy, and at his death, all he left was nothing. But Meetra created warriors of light. Even when she left, her legacy remained in her pupils. In the end, therefore, one can say that Meetra Surik was more powerful than Nihilus and left a longer lasting impression on the galaxy, since her pupils would carry on her teachings.









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"When you risk pain or death for another, there is no truer test of your beliefs and strength."―Brianna



Brianna, The Last Handmaiden CL 10


Medium near-Human (Echani hybrid) soldier 9/martial arts master 1
Destiny 3; Force 5
Init +13; Senses Perception +10
Languages Basic, 1 unassigned
--------------------------------------------------------------
Defenses Ref 28 (flat-footed 22), Fort 26, Will 20
hp 99; second wind +24/49; Threshold 26
--------------------------------------------------------------
Speed  6 squares
Melee unarmed +14 (1d10+8/19-20) with Hammerblow or
Melee unarmed +12 (2d10+8/19-20) with Rapid Strike or
Melee Handmaiden’s staff +12 (1d6+8) or
Melee Handmaiden’s staff +12 (1d6+10) with both hands or
Melee Handmaiden’s staff +10 (2d6+10) with Rapid Strike or
Melee Handmaiden’s staff +10/+10 (1d6+8) with DWM
or
Melee Handmaiden’s staff +8/+8 (2d6+8) with DWM and Rapid Strike
Ranged blaster pistol +13 (3d6+5)
Base Atk +10; Grp +13
Atk Options Devastating Attack (simple weapons), Dual Weapon Mastery, Echani Training [KOTOR p.33/GAW p.26], Experienced Brawler [SAV p.18], Hammerblow [LECG p.31], Melee Defense [Core p.86], Rapid Strike [Core p.88], Stunning Strike [Core p.52]
--------------------------------------------------------------
Abilities Str 14, Dex 16, Con 15, Int 13, Wis 10, Cha 14
Talents Devastating Attack (simple weapons) [Core p.53], Echani Expertise [GAW p.32], Experienced Brawler [SAV p.18], Hammerblow [LECG p.31], Melee Smash [Core p.52], Stunning Strike [Core p.52]
Feats Armor Proficiency (light, medium) [Core p.82], Dual Weapon Mastery I [Core p.84], Dual Weapon Mastery II [Core p.84], Echani Training [KOTOR p.33/GAW p.26], Force Sensitivity [Core p.85], Martial Arts I [Core p.86], Martial Arts II [Core p.86], Martial Arts III [Core p.86], Melee Defense [Core p.86], Rapid Strike [Core p.88], Weapon Proficiency (pistols, rifles, simple weapons) [Core p.89]
Trained Skills Endurance +12, Initiative +13, Jump +12, Knowledge (tactics) +11, Perception +10
Untrained Skills Acrobatics +8, Climb +7, Deception +7, Gather Information +7, 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 +7, Pilot +8, Ride +8, Stealth +8, Survival +5, Swim +7, Treat Injury +5, Use Computer +6, Use the Force +7
Possessions blaster pistol, Handmaiden’s staff (a double-sided staff that could collapse into its central handgrip for ease of carriage and concealment; treat as quarterstaff), white robes
Near human: Echani hybrid (light skin, white hair)


Notes:

This is Brianna as she first joins Meetra Surik the Jedi Exile. She is a master of unarmed combat and highly proficient with her staff.








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"... They fail to comprehend the fundamental nature of the Force, that it is conflict. That a light side and a dark side exist is proof of this." - Malgus, speaking of the Jedi


Darth Malgus      CL 17


Medium Human Jedi 5/soldier 4/Sith apprentice 5/ Sith Lord 3
Destiny
1; Force 9; Dark Side 16
Init +13; Senses Perception +14
Languages Basic, Sith
---------------------------------------------------------------------
Defenses Ref 34 (flat-footed 33), Fort 36, Will 31
hp 167; Threshold 41
---------------------------------------------------------------------
Speed 4 squares
Ranged lightsaber +20 (2d8+10) or
Ranged lightsaber +17/+17 (2d8+10) with Double Attack or
Melee
unarmed +20 (1d4+11) or
Melee lightsaber +22 (2d8+13) or
Melee lightsaber +22 (2d8+16) with both hands or
Melee lightsaber +19/+19 (2d8+13) with Double Attack or
Melee lightsaber +19/+19 (2d8+16) with Double Attack and both hands or
Melee lightsaber +26 (2d8+21) with Powerful Charge or
Melee lightsaber +26 (2d8+24) with Powerful Charge and both hands
Base Atk +17; Grp +20
Atk Options Block, Deflect, Double Attack, Powerful Charge, Improved Disarm
Special Actions temptation
Force Powers Known (Use The Force +17) battle strike (2), dark rage, draw closer, Force lightning, Force grip, Force shield, move object (2), repulse, surge, vornskr's ferocity 
Force Techniques Known Improved Dark Rage, Improved Force Lightning
Force Secrets Known Multitarget Power
-----------------------------------------------------------------------------------------------------
Abilities Str 17, Dex 13, Con 15, Int 13, Wis 16, Cha 12
Talents Armored Defense, Block, Buried Presence, Dark Scourge, Deflect, Greater Weapon Focus (lightsabers), Improved Armored Defense, Multiattack Proficiency, Weapon Specialization (lightsabers)
Feats Armor Proficiency (light, medium, heavy), Double Attack, Force Sensitivity, Force Training (3), Improved Damage Threshold, Improved Disarm, Powerful Charge, Savage Attack, Skill Focus (Use the Force), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple)
Skills Endurance +14, Initiative +13, Knowledge (Tactics) +13, Perception +14, Use the Force +17 (+2 when activating Force Powers with the [dark side] description)
Possessions lightsaber (self-built, standard synthetic crystal, blade lock), heavy dark armor (+8, +4 armor [dark side energy]), cybernetic prosthetics (functions as a breath mask), comlink (encrypted), all-temperature cloak

Destiny Completed: Destruction. Malgus has completed his destiny by destroying the Jed Temple, giving him a +2 to one ability score (Wisdom).


Design Notes:

-Multittack Proficiency shows his brief use of Jar'Kai (and also helps with Double Attack).
-Malgus is trained in Knowledge (Tactics) to reflect his status as a higher ranking Sith Warrior and his strategic genius.
-Malgus uses Improved Force Lightning against Jace Malcom in Hope.
-Buried Presence allows him to infiltrate Coruscant (and the Temple) without attracting the attention of the Jedi.
-Powerful Charge shows how Malgus likes to leap into battle (such as during his duel with Ven Zallow, when he attempts to pin Zallow to the floor of the Temple); and also increases his speed (a useful thing when your speed is four squares).
-Improved Disarm reflects how he disarms Satele twice (once in Return, and once in Hope).
-Malgus uses Improved Dark Rage and a Force Point when he activates dark rage, letting him keep the bonus to attacks and damage the entire encounter while still staying able to use the Force.
Yes, I know I misspelled "Jensaarai".
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Special Whenever Darth Sion would normally be killed or knocked unconscious, as a reaction, he can make a Use the Force check vs DC 20 to remain conscious and regain one-quarter of his total hp. If Darth Sion is in a place that is strong in the dark side (such as Malachor V), he regains all his hp instead of just one-quarter his hp.


As a reaction, whenever Darth Sion would normally be killed, you can make a Persuasion check vs his Will to persuade Sion to let go of all his pain, hatred, and the dark side. A successful check imposes a -5 penalty on the Use the Force check that he makes to remain conscious.


While I like these house rules, are they not in breach of the first rule of the competition?

Hi everyone, and welcome back to You Build the Character.

The following rules apply to all submissions:

  1. All builds must be created according to RAW, with no house rules (no single Athletics skill, no bonus feats for bloodlines etc).


But on the other hand, the Special section is not realy part of the build...

20801.jpg

The best two bounty hunters on Nar Shaddaa. This is before both of them encountered the Jedi Exile in KOTOR2, since there are so many different ways to level them up once you get one of them in your party. I chose to simply stat them as they are right before gettign involved in galactic affairs. BTW How do yo guys include the pictures in your posts?


Mira
Medium adult female Human Soldier 4/Scout 3/Bounty Hunter 1
Force 2/day
Init +11 (can reroll)  Senses Perception +11 (can reroll)
Languages Basic, Huttese, Shyriiwook (understand only)
------------------------------------------------------------------------------
Defenses Ref 24 (flat-footed 22), Fort 21, Will 20
HP 77, second wind +19/38  Threshold 21
------------------------------------------------------------------------------
Speed 6 sq
Melee unarmed +7 (1d4+4)
Ranged blaster pistol +10 (3d6+4)
Ranged blaster pistol +8 (4d6+4) with Rapid Shot  
Ranged wrist rocket launcher +9 (by type) 
Base Attack +7  Grapple +9
Attack Options Ambush Specialist, Charging Fire, Point Blank Shot, Rapid Shot
-------------------------------------------------------------------------------
Abilities Str 10, Dex 15, Con 12, Int 14, Wis 14, Cha 12   
Talents Acute Senses, Ambush Specialist, Armored Defense, Hunter's Mark, Improved Initiative
Feats Armor Prof (light, medium), Charging Fire, (H)Force-Sensitive, Point Blank Shot, Rapid Shot, Skill Training (Stealth, Survival), Weapon Focus (pistols), Weapon Prof (pistols, rifles, simple)
Skills Knowledge (tactics) +11, (H)Initiative +11 (can reroll), Mechanics +11, Perception +11 (can reroll), Stealth +11, Survival +11, Treat Injury +11, Use Computer +11
Equipment blast jacket (+2 armor, +1 equipment, +4 max Dex), blaster pistol, wrist rocket launcher, vibroblade, 2 anti-personnel rockets (3d8), 1 hollow-tip stun gas rocket (3d6 stun), 1 hollow-tip nerve toxin rocket (vs Fortitude Defense for -2 conditions)
Mira has the background occupation military. She gains +2 bonus to untrained Endurance and Ride checks and Treat Injury is always a class skill.


Hanharr
Medium adult male Wookiee Scout 5/Soldier 3
Force 2/day  Dark Side 6
Init +5  Senses Perception +10 (can reroll)
Languages Basic (understand only), Huttese (understand only), Shyriiwook
-------------------------------------------------------------------------------
Defenses Ref 21 (flat-footed 20), Fort 22, Will 19
HP 78, second wind +19/39  Threshold 22
-------------------------------------------------------------------------------
Speed 6 sq
Melee unarmed +9 (1d6+8)
Melee unarmed +9 (2d6+8) with Mighty Swing
Melee unarmed +9 (1d6+11 with Hammerblow
Melee unarmed +9 (2d6+11 with Mighty Swing and Hammerblow 
Ranged bowcaster +7 (3d10+4)
Base Attack +6  Grapple +9
Attack Options Dreadful Rage, Hammerblow, Mighty Swing
Special Actions Conditioning, Extra Second Wind, Increased Agility, Shake It Off
-------------------------------------------------------------------------------
Abilities Str 16, Dex 13, Con 14, Int 12, Wis 13, Cha 9
Species Qualities Expert Climber, Extraordinary Recuperation, Intimidation, Rage, Weapon Familiarity (bowcasters treated as rifles)
Talents Acute Senses, Expert Tracker, Hammerblow, Improved Stealth, Melee Smash
Feats Armor Prof (light), Conditioning, Dreadful Rage, Extra Second Wind, Increased Agility, Martial Arts (1), Mighty Swing, Shake It Off, Weapon Prof (pistols, rifles, simple)
Skills Climb +12 (can take 10 or reroll), Endurance +11, Jump +12, Perception +10 (can reroll), Stealth +10 (can reroll)
Equipment bandolier, bowcaster
Hanharr has the disgraced background event and treats any attempt to create deceptive appearance for himself one step simpler.

    
Winner of You Build the Character #8 - Yoda
Special Whenever Darth Sion would normally be killed or knocked unconscious, as a reaction, he can make a Use the Force check vs DC 20 to remain conscious and regain one-quarter of his total hp. If Darth Sion is in a place that is strong in the dark side (such as Malachor V), he regains all his hp instead of just one-quarter his hp.


As a reaction, whenever Darth Sion would normally be killed, you can make a Persuasion check vs his Will to persuade Sion to let go of all his pain, hatred, and the dark side. A successful check imposes a -5 penalty on the Use the Force check that he makes to remain conscious.


While I like these house rules, are they not in breach of the first rule of the competition?

Hi everyone, and welcome back to You Build the Character.

The following rules apply to all submissions:

  1. All builds must be created according to RAW, with no house rules (no single Athletics skill, no bonus feats for bloodlines etc).


But on the other hand, the Special section is not realy part of the build...

I'm afraid MERC is right. As per the contest rules, characters can't have unique special qualities. Richter, you'll just have to recreate Darth Sion's abilities with existing talents and feats.

Just one week now until submissions close. 
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I'm afraid MERC is right. As per the contest rules, characters can't have unique special qualities. Richter, you'll just have to recreate Darth Sion's abilities with existing talents and feats.

There are no talents or feats that can adequately convey the immense power shown by Darth Sion and Darth Nihilus. Darth Sion can't be defeated until he is persuaded to let go of the dark side. Darth Nihilus destroys all life of entire planets by draining their life-force!

Therefore I will simply delete the special sections and perhaps convert them to simple notes.


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There are no talents or feats that can adequately convey the immense power shown by Darth Sion and Darth Nihilus. Darth Sion can't be defeated until he is persuaded to let go of the dark side. Darth Nihilus destroys all life of entire planets by draining their life-force!

Therefore I will simply delete the special sections and perhaps convert them to simple notes.





Maybe what's happening in game mechanics terms is that Darth Scion is spending Force / Destiny Points to avoid death, and the only way to defeat him is to win a Persuade check (or perhaps you should craft a Skill Challenge) to convince him to NOT spend points to avoid death...i.e., to let go and become one with the Force.
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There are no talents or feats that can adequately convey the immense power shown by Darth Sion and Darth Nihilus. Darth Sion can't be defeated until he is persuaded to let go of the dark side. Darth Nihilus destroys all life of entire planets by draining their life-force!

Therefore I will simply delete the special sections and perhaps convert them to simple notes.





Maybe what's happening in game mechanics terms is that Darth Scion is spending Force / Destiny Points to avoid death, and the only way to defeat him is to win a Persuade check (or perhaps you should craft a Skill Challenge) to convince him to NOT spend points to avoid death...i.e., to let go and become one with the Force.

Yes, but again, that sounds like it's a house rule, which is not permitted.


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250px-JediExileHanddrawn.JPG


Meetra Surik, the Jedi Exile CL 20


“And where they look at you and see the death of the Force, I look at you and see the hope for all life.”
―Mical, to the Jedi Exile

Medium Human Female Jedi 9/noble 2/Jedi Knight 5/Jedi Master 4
Destiny 3; Force 6
Init +17; Senses Use the Force +25
Languages Aqualish, Basic, Binary, Devaronese, Lekku, Ryl, Durese, Gamorrean, Gand, Gran, Huttese, Ithorese, Quarrenese, Rodese, Sullustese, Dosh, Sriluurian, Shyriiwook
----------------------------------------------------------------------------------------
Defenses Ref 36 (flat-footed 33), Fort 35, Will 37; Block [Core p.41], Deflect [Core p.41], Shii-Cho [Core p.219], Soresu [Core p.219]
hp 170; second wind +42/85; Threshold 35
Immune fear effects, +5 to Fortitude and Will Defense against any Use the Force checks
----------------------------------------------------------------------------------------
Speed 6 squares
Melee lightsaber +25 (2d8+13) or
Melee lightsaber +25 (2d8+16) with both hands or
Melee lightsaber +22/+22 (2d8+16) with Double Attack or
Melee lightsaber +17/+17/+17 (2d8+16) with Triple Attack or
Melee unarmed +22 (1d6+13)
Ranged Redirect Shot +21
Base Atk +19; Grp +22
Atk Options Double Attack (lightsabers), Echani Training [KOTOR p.33/GAW p.26], Triple Attack (lightsabers)
Special Actions Adept Negotiator, Redirect Shot [Core p.41], serenity, Shien [Core p.218]
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Force Powers Known (Use The Force +25) battle strike (3) [Core p.96] , Force grip (2) [Core p.97], Force slam (2) [Core p.97], Force stun [Core p.98], inspire [JATM p.27], mind trick [Core p.98], prescience [LECG p.54], rebuke (2) [Core p.100], surge [Core p.100], vital transfer [Core p.100]
Force Regimens Known (Use The Force +25) Awaken Force Sensitivity [JATM p.10], Eyes of the Force [JATM p.10], Quiet the Mind [JATM p.11], Sparring Practice [JATM p.11], Training Remote [JATM p.12]
Force Techniques Improved Battle Strike [TFU p.88], Improved Mind Trick [TFU p.89]
Force Secrets Mentor [JATM p.37], Multitarget Power [Core p.103], Quicken Power [Core p.103]
Abilities Str 16, Dex 15, Con 14, Int 14, Wis 18, Cha 20
Special Qualities build lightsaber, Natural Leader (organization scale 15)
Talents Adept Negotiator [Core p.39], Block [Core p.41], Deflect [Core p.41], Force Perception [Core p.101], Force Persuasion [Core p.40], Greater Weapon Focus (lightsabers) [Core p.218], Multiattack Proficiency (lightsabers) [Core p.218], Redirect Shot [Core p.41], Shien [Core p.218], Shii-Cho [Core p.219], Soresu [Core p.219]
Feats Double Attack (lightsabers) [Core p.84], Echani Training [KOTOR p.33/GAW p.26], Force Regimen Mastery [JATM p.23], Force Sensitivity [Core p.85], Force Training (3) [Core p.85], Linguist [Core p.86], Martial Arts I [Core p.86], Natural Leader [TFU p.34], Skill Focus (Use the Force) [Core p.88], Triple Attack (lightsabers) [Core p.89], Unstoppable Force [CWCG p.31], Weapon Focus (lightsabers) [Core p.89], Weapon Proficiency (lightsabers, pistols, simple weapons) [Core p.89]
Trained Skills Deception +20, Initiative +17, Knowledge (tactics) +17, Mechanics +17, Perception +14 (may Use the Force +25 instead), Persuasion +15 (may Use the Force +25 instead), Use the Force +25 (may reroll to use Block or Deflect but must keep the result of the reroll even if worse)
Untrained Skills Acrobatics +12, Climb +13, Endurance +12, Gather Information +15, Jump +13, Knowledge (bureaucracy) +12, Knowledge (galactic lore) +12, Knowledge (life sciences) +12, Knowledge (physical sciences) +12, Knowledge (social sciences) +12, Knowledge (technology) +12, Pilot +12, Ride +12, Stealth +12, Survival +14, Swim +13, Treat Injury +14, Use Computer +12
Possessions lightsaber



Design notes:

This is Meetra Surik, the Jedi Exile, the main character in the KOTOR 2 video game. This statblock represents her at the end of KOTOR 2, after she has vanquished the three Sith Lords, Darth Sion, Darth Nihilus, and Darth Traya.

What was unique about Meetra was the profound effect she had on others. The Natural Leader feat denotes her ability to draw others to her cause and fight with her. Awaken Force Sensitivity shows her ability to awaken the embers of Force-Sensitivity in characters whose force-sensitive abilities were dormant.

Echani Training and Martial Arts she learned from sparring with her Echani companion, Brianna. Her vast array of languages explains how she was able to communicate with virtually every species she came into contact with on her journey.

Meetra was also an accomplished lightsaber combatant. Advanced lightsaber forms such as Shii-Cho and Soresu were revealed to her by various Jedi Masters that she encountered while they were in hiding.


Personal observations:


(note: This information is repeated in Darth Nihilus’ statblock)

Here are some of my personal observations about Nihilus and his relationship with Meetra Surik, the Jedi Exile:

Nihilus was at the battle of Malachor V, when all life in and around the planet was destroyed. This had a profoundly devastating effect on the two Jedi that survived: the Jedi Exile, and the Jedi that would become Darth Nihilus. Although they somehow survived, the overwhelming shock of the loss of life around them caused them both to become a wound in the Force.

To cope with the sudden trauma, the Jedi Exile severed herself from the Force, and the Jedi that would become Darth Nihilus developed the ability to drain the life force from others. From that point onwards, although similar in many respects, these two Jedi went in different directions. The Jedi Exile dedicated herself to the light, using her unique abilities to draw others to herself, lead them, influence them towards the light, and train them to become Jedi. On the other hand, Darth Nihilus went down the path of darkness and used his unique abilities to consume and destroy.

In a sense, the Exile is the equal and opposite to Nihilus. They are both broken survivors of Malachor V, they are both wounds in the Force, and they both have unique abilities. And that’s why the Exile was the only one who could defeat Nihilus.

Some might object, “The Exile was nowhere near as powerful as Darth Nihilus; he consumed entire planets!” True, however, the Exile’s ability to draw others to herself and make them stronger and more powerful can be just as impressive. Darth Nihilus could wipe out an entire planet, but the Exile can create an army of light warriors. She can draw together a group of nobody’s and make them powerful agents and leaders of light.

In the end, all Nihilus could do was destroy, and at his death, all he left was nothing. But the Exile created warriors of light. Even when she left, her legacy remained in her pupils. In the end, therefore, one can say that the Exile was more powerful than Nihilus and left a longer lasting impression on the galaxy, since her pupils would carry on her teachings.




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250px-Atris_head.jpg
“All this collected knowledge, all these teachings of combat and the Force - they are mine to command.”



Atris, Keeper of Knowledge CL 15


Medium Human Jedi 7/Jedi Knight 5/Jedi Master 2/Sith apprentice 1
Destiny 2; Force 7; Dark Side 18
Init +13; Senses Perception +16
Languages Basic, Old Galactic Standard, Sith
----------------------------------------------------------------------------------------
Defenses Ref 30 (flat-footed 28), Fort 29, Will 32; Block [Core p.41]
hp 122; second wind +30/61; Threshold 29
Immune fear effects, +5 to Will Defense against Deception and Persuasion
Speed 6 squares
----------------------------------------------------------------------------------------
Melee lightsaber +19 (2d8+10) or
Melee lightsaber +19 (2d8+11) with both hands or
Melee lightsaber +14/+14 (2d8+11) with Double Attack or
Melee unarmed +16 (1d6+8)
Ranged by weapon +16
Base Atk +15; Grp +16
Atk Options Double Attack (lightsabers), Echani Training [KOTOR p.33/GAW p.26]
Special Actions Elder’s Knowledge [TUR p.24], Juyo [Core p.218], Power of the Dark Side [Core p.101], Scholarly Knowledge [CWCG p.41], serenity
Force Powers Known (Use The Force +20) dark rage (2) [Core p.96], Force grip [Core p.97], Force lightning (2) [Core p.97], Force stun [Core p.98], memory walk [JATM p.27], move object [Core p.98], rebuke (2) [Core p.100]
Force Techniques Force Point Recovery [Core p.102], Improved Sense Force [Core p.103]
Force Secrets Quicken Power [Core p.103]
----------------------------------------------------------------------------------------
Abilities Str 12, Dex 13, Con 12, Int 17, Wis 18, Cha 16
Special Qualities build lightsaber
Talents Block [Core p.41], Dark Side Adept [Core p.223], Greater Weapon Focus (lightsabers) [Core p.218], Insight of the Force [CWCG p.41], Juyo [Core p.218], Power of the Dark Side [Core p.101], Recall [RECG p.23], Scholarly Knowledge [CWCG p.41], Weapon Specialization (lightsabers) [Core p.41]
Feats Double Attack (lightsabers) [Core p.84], Echani Training [KOTOR p.33/GAW p.26], Elder’s Knowledge [TUR p.24], Force Sensitivity [Core p.85], Force Training (2) [Core p.85], Martial Arts I [Core p.86], Skill Focus (Knowledge [galactic lore], Use the Force) [Core p.88], Unwavering Resolve [CWCG p.32], Weapon Focus (lightsabers) [Core p.89], Weapon Proficiency (lightsabers, simple weapons) [Core p.89]
Trained Skills Initiative +13, Knowledge (bureaucracy) +15, Knowledge (galactic lore) +20, Perception +16, Persuasion +15, Use the Force +20 (may reroll to activate dark side powers but must keep the result of the reroll even if worse)
Untrained Skills Acrobatics +8, Climb +8, Deception +10, Endurance +8, Gather Information +10, Jump +8, Knowledge (life sciences) +10, Knowledge (physical sciences) +10, Knowledge (social sciences) +10, Knowledge (tactics) +10, Knowledge (technology) +10, Mechanics +10, Pilot +8, Ride +8, Stealth +8, Survival +11, Swim +8, Treat Injury +11, Use Computer +10
Possessions lightsaber, The Jedi Exile’s old lightsaber, Sith holocrons
Background Occupation: Academic



Design notes:

This is Atris, former Jedi Master as represented at the end of KOTOR 2. During her time on the Jedi Council, she served as a Jedi Scholar. (Recall, Scholarly Knowledge, Insight of the Force, and Elder’s Knowledge reflect this)

After nearly all the Jedi were destroyed by the Sith, Atris went into hiding. She recruited some Echani warrior women and took them under her wing. However, she did not train them in the traditional ways of the Jedi. Atris had her own ideas on how to reform the Jedi Order.

Sadly, her delving into the dark secrets contained in her collection of Sith holocrons gradually led her down the path to the dark side. In her attempt to gain knowledge on how best to remake the jedi, she turned into the very thing she swore to fight against. Finally, she gave herself over to the dark side. Her level in Sith Apprentice and her powers of Force Lightning, Dark Rage, Memory Walk, Dark Side Adept, and Power of the Dark Side reveal this.









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Kreia Trayus Hoodless.jpg
"I use it as I would use a poison, and in the hopes of understanding it, I will learn the way to kill it. But perhaps these are the excuses of an old woman who has grown to rely on a thing she despises."―Darth Traya on the Force


Darth Traya, Lord of Betrayal CL 20


Medium Human (middle aged) Jedi 7/Jedi Knight 5/Jedi Master 3/Sith Lord 5
Destiny 5; Force 8, Strong in the Force; Dark Side 20
Init +17; Senses Improved Sense Surroundings; Use the Force +21
Languages Basic, Caamasi, Cerean, Shyriiwook, Sith
----------------------------------------------------------------------------------------------
Defenses Ref 35 (flat-footed 33), Fort 35, Will 38
hp 174; second wind +43/87; Threshold 35
Immune fear effects, +5 to Fortitude and Will Defense against any Use the Force checks
----------------------------------------------------------------------------------------------
Speed  6 squares
Melee lightsaber +22 (2d8+12) or
Melee lightsaber +17/+17 (2d8+12) with Double Attack or
Melee unarmed +20 (1d4+10)
Ranged by weapon +22
Base Atk +20; Grp +22
Atk Options Double Attack (lightsabers)
Special Actions Adept Negotiator, Buried Presence [TFU p.92], Dark Healing Field [KOTOR p.40], Improved Dark Healing, serenity, temptation
Force Powers Known (Use The Force +21) battle strike (3) [Core p.96], farseeing [Core p.96], fear (2) [KOTOR p.24], Force grip (3) [Core p.97], Force scream (2) [KOTOR p.50], Force slam (3) [Core p.97], kinetic combat (3) [KOTOR p.51/TFU p.86], mind trick (2) [Core p.98], negate energy (3) [Core p.99], surge [Core p.100], wound [KOTOR p.52]
Force Regimens Known (Use The Force +21) Awaken Force Sensitivity [JATM p.10], Eyes of the Force [JATM p.10], Oxygen Bottle [JATM p.11], Quiet the Mind [JATM p.11], Telekinetic Practice [JATM p.11], Vo’ren’s First Cadence [JATM p.12]
Force Techniques Improved Kinetic Combat [KOTOR p.54], Improved Sense Surroundings [Core p.103]
Force Secrets Corrupted Power [TFU p.89], Debilitating Power [TFU p.89], Devastating Power [Core p.103], Mentor [JATM p.37], Multitarget Power [Core p.103], Quicken Power [Core p.103]
----------------------------------------------------------------------------------------------
Abilities Str 10, Dex 14, Con 14, Int 18, Wis 20, Cha 12
Special Qualities build lightsaber
Talents Adept Negotiator [Core p.39], Beast Trick [KOTOR p.53], Buried Presence [TFU p.92], Dark Healing Field [KOTOR p.40], Dark Healing [Core p.223], Force Perception [Core p.101], Force Persuasion [Core p.40], Improved Dark Healing [Core p.224], Insight of the Force [CWCG p.41], Telepathic Link [KOTOR p.53], Visions [Core p.101], Weapon Specialization (lightsabers) [Core p.41]
Feats Double Attack (lightsabers) [Core p.84], Force Boon [Core p.85], Force Regimen Mastery [JATM p.23], Force Sensitivity [Core p.85], Force Training (4) [Core p.85], Skill Focus (Use the Force) [Core p.88], Strong in the Force [Core p.88], Unstoppable Force [CWCG p.31], Weapon Focus (lightsabers) [Core p.89], Weapon Proficiency (lightsabers, simple weapons) [Core p.89]
Trained Skills Acrobatics +17, Endurance +17, Initiative +17, Knowledge (bureaucracy) +21, Knowledge (galactic lore) +21, Knowledge (life sciences) +21, Knowledge (physical sciences) +21, Knowledge (social sciences) +21, Knowledge (tactics) +21, Knowledge (technology) +21, Perception +21, Persuasion +21, Pilot +17, Use the Force +21
Untrained Skills Climb +10, Deception +11, Gather Information +11, Jump +10, Mechanics +14, Ride +12, Stealth +12, Survival +15, Swim +10, Treat Injury +15, Use Computer +14
Possessions 3 lightsabers
Destiny: Destruction. Darth Traya’s destiny is the destruction of the Force itself.



Design notes:

This is Darth Traya, as represented at the end of KOTOR 2. She was formerly known as Kreia, Jedi Master, Instructor and Scholar. However, after her prized pupil Revan turned to fight in the Mandalorian wars and then turned to the dark side, with many of her students following him, Kreia felt lost and betrayed. Afterward, she joined Darth Sion and Darth Nihilus and became Darth Traya, a Sith Lord. When she was betrayed by them as well, Traya turned her focus on something very few had ever conceived – the destruction of the thing she loathed the most: The Force!

Traya felt that Meetra Surik, the Jedi Exile, was key to her plans to destroy the Force. Traya sensed that Meetra was a living wound in the Force. Traya created a Force bond with Meetra (Mentor, Telepathic Link) and guided her through a journey that she believed would reach Traya’s ultimate goal. Traya fell at the hands of Meetra before she could successfully destroy the Force.

Awaken Force Sensitivity and Eyes of the Force reflect her time instructing Jedi students to open themselves to the Force. Since Kreia became blind, she relied on the Force to see (Improved Sense Surroundings and Force Perception). As a Jedi Scholar, she had a vast knowledge of the Force (Insight of the Force). During her time as a Sith Lord, she learned dark powers such as Fear, Force Scream, and Wound, as well as Dark Healing Field, which she used to destroy 3 Jedi Masters who were trying to sever Meetra from the Force.

Traya was a capable lightsaber combatant. Her trademark power is wielding 3 lightsabers telekinetically (Improved Kinetic Combat), which she used to try to defeat Meetra Surik at the end of KOTOR 2.







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There are no talents or feats that can adequately convey the immense power shown by Darth Sion and Darth Nihilus. Darth Sion can't be defeated until he is persuaded to let go of the dark side. Darth Nihilus destroys all life of entire planets by draining their life-force!

Therefore I will simply delete the special sections and perhaps convert them to simple notes.





Maybe what's happening in game mechanics terms is that Darth Scion is spending Force / Destiny Points to avoid death, and the only way to defeat him is to win a Persuade check (or perhaps you should craft a Skill Challenge) to convince him to NOT spend points to avoid death...i.e., to let go and become one with the Force.

I think that if you give Darth Scion enough second winds (3 to 5 should do it) and some feats or talents to make them more effective, you could make him virtually immortal. The problem with this is that it could take some of his fighting strength away.

20801.jpg


Maybe what's happening in game mechanics terms is that Darth Scion is spending Force / Destiny Points to avoid death, and the only way to defeat him is to win a Persuade check (or perhaps you should craft a Skill Challenge) to convince him to NOT spend points to avoid death...i.e., to let go and become one with the Force.

Yes, but again, that sounds like it's a house rule, which is not permitted.



Skill Challenges are RAW.  So is the GM spending FPs to turn a death into unconsciousness, or spending a Destiny Point to have an attack miss Darth Sion.  "You must do what feel is right, of course," but I think accompanying the stat block with a Skill Challenge in which you defined the success as "The heroes convince Darth Sion to let go his anger, and the GM may not spend a FP or DP to have Sion avoid death" would be perfectly legitimate.  Hell, I'd throw my vote in for a Sion build that came with its own Skill Challenge.
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There are no talents or feats that can adequately convey the immense power shown by Darth Sion and Darth Nihilus. Darth Sion can't be defeated until he is persuaded to let go of the dark side. Darth Nihilus destroys all life of entire planets by draining their life-force!

Therefore I will simply delete the special sections and perhaps convert them to simple notes.



Maybe what's happening in game mechanics terms is that Darth Scion is spending Force / Destiny Points to avoid death, and the only way to defeat him is to win a Persuade check (or perhaps you should craft a Skill Challenge) to convince him to NOT spend points to avoid death...i.e., to let go and become one with the Force.

I think that if you give Darth Scion enough second winds (3 to 5 should do it) and some feats or talents to make them more effective, you could make him virtually immortal. The problem with this is that it could take some of his fighting strength away.

Okay, I completely remade my statblock. I editted the build to include the ability to catch 3 second winds per encounter, each time gaining 53 + 10d6 hp, assuming he has at least 10 FP’s (due to Extra Second Winds, Unstoppable Combatant, and Force Recovery). Also, the Dark Preservation talent to avoid moving down the CT, as well as the Equilibrium talent to move back to the top of the CT. He also has Crucitorn, which can be used as a reaction to boost his already-inflated Damage Threshold by 5 to 20 points. Also, I gave him a higher-than-normal number of Destiny Points, which can be used to cause several automatic misses, as well as the maximum allowed FP’s. Finally, the Never Surrender feat lets him avoid getting knocked out when reaching 0 hp for the first time in the encounter.




Maybe what's happening in game mechanics terms is that Darth Scion is spending Force / Destiny Points to avoid death, and the only way to defeat him is to win a Persuade check (or perhaps you should craft a Skill Challenge) to convince him to NOT spend points to avoid death...i.e., to let go and become one with the Force.

Yes, but again, that sounds like it's a house rule, which is not permitted.



Skill Challenges are RAW.  So is the GM spending FPs to turn a death into unconsciousness, or spending a Destiny Point to have an attack miss Darth Sion.  "You must do what feel is right, of course," but I think accompanying the stat block with a Skill Challenge in which you defined the success as "The heroes convince Darth Sion to let go his anger, and the GM may not spend a FP or DP to have Sion avoid death" would be perfectly legitimate.  Hell, I'd throw my vote in for a Sion build that came with its own Skill Challenge.

Unfortunately, I'm not familiar with skill challenges and I've never made one before.


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Alright, here is my entry! These three characters have impressed me greatly, and when I first saw the rules for this particular competition these three came to my mind right away.

The first build is a relatively unsung hero of the Republic, Satele Shan's master and the one who allowed her to escape and warn the Republic of the Sith Empire's return.


 
Kao Cen Darach CL 14

Medium male Zabrak Jedi 5/soldier 2/Jedi Knight 5/Jedi Master 2
Destiny 1; Force 7
Init +9; Senses heightened awareness; Perception +12
Languages Basic, Ryl, Zabrak
————————————————————————————
Defenses Ref 31 (flat-footed 29), Fort 30, Will 32; Block, Deflect, Shii-Cho
hp 113; Threshold 30
Immune fear effects
————————————————————————————
Speed 6 squares
Melee lightsaber +12 (2d8+9) or
Melee lightsaber +12 (2d8+11) with both hands or
Melee double-bladed lightsaber +9 (2d8+9) with Wookiee Grip or
Melee lightsaber +2 (2d8+9) and double-bladed lightsaber -1 (2d8+9)
Ranged by weapon +11
Base Atk +14; Grp +16
Atk Options Instinctive Attack, Twin Weapon Style, Wookiee Grip
Special Actions Lightsaber Throw, Linked Defense, serenity
Force Powers Known (Use The Force +15) Force thrust [Core p.98], move object [Core p.98] (3), obscure [LECG p.54], rebuke [Core p.100], repulse [TFU p.87], surge [Core p.100], vital transfer [Core p.100], pass the blade [JATM p.32], twin strike [JATM p.35], unbalancing block [JATM p.35]
Force Techniques Extended Move Object [JATM p.36], Improved Repulse [KOTOR p.89]
Force Secrets Quicken Power [Core p.103]
————————————————————————————
Abilities Str 14, Dex 14, Con 12, Int 12, Wis 16, Cha 16
Special Qualities build lightsaber
Talents Armored Defense [Core p.52], Block [Core p.41], Deflect [Core p.41], Lightsaber Throw [Core p.41], Linked Defense [Core p.107], Rebuke the Dark [KOTOR p.39], Shii-Cho [Core p.219], Twin Weapon Style [JATM p.21]
Feats Armor Proficiency (light) [Core p.82], Cornered [SAV p.21], Force Sensitivity [Core p.85], Force Training (3) [Core p.85], Improved Defenses [Core p.85], Instinctive Attack [TUR p.27], Skill Focus (Use the Force) [Core p.88], Weapon Proficiency (lightsabers, simple weapons) [Core p.89], Wookiee Grip [GOI p.29]
Primary Skills Acrobatics +9, Climb +4, Endurance +3, Initiative +9, Jump +4, Perception +12 (may reroll but must keep the result of the reroll even if worse), Stealth +4, Swim +4, Use the Force +15
Secondary Skills Deception +10, Gather Information +10, Knowledge (bureaucracy) +8, Knowledge (galactic lore) +8, Knowledge (life sciences) +8, Knowledge (physical sciences) +8, Knowledge (social sciences) +8, Knowledge (tactics) +8, Knowledge (technology) +8, Mechanics +8, Persuasion +10, Pilot +9, Ride +9, Survival +10, Treat Injury +10, Use Computer +8
Possessions Light Jedi battle armor (+3 armor, +3 equipment), lightsaber (self-built), double-bladed lightsaber


Design Notes:
Master Kao Cen Darach was one of the first Jedi to encounter the Sith Empire at the outset of their bid for galactic domination. Although he was ultimately overwhelmed by Darth Malgus' ferocious assault, he managed to mortally wound Malgus' master Vindican while fighting the Sith duo by himself.
This build is my interpretation of Master Darach's only appearance to date—the "Return" trailer for TOR. In it; he performs such awesome feats as intercepting a melee attack with a thrown lightsaber, dual-wielding a double-bladed lightsaber and a one-handed lightsaber, and hurling massive pieces of machinery around like so much debris; all while holding his own against a "Pureblood Sith" lord and his apprentice.
Wookiee Grip was of course a must, as was Twin Weapon Style. I believe that, in true Jedi style, he performed Vital Transfer on Satele before sending her away from the fight. Additionally, I interpreted his vigilance in battle and protecting Satele from decapitation with a thrown lightsaber as an application of Linked Defense together with the obscure Force power.
Unfortunately, he’d used all of his Force Points up by the time Malgus closed in on him, and he was cut down by Malgus' sheer power :-p Master Darach is built using a 30 point-buy.

The second build is Satele Shan herself, a number of years later and a good deal wiser. She is prepared to do what she must to stop the one who previously slew her master.


Satele Shan CL 14

Medium female Human Jedi 9/Jedi Knight 5
Destiny 7; Force 13
Init +16; Senses Use the Force +20
Languages Basic, Ryl
————————————————————————————
Defenses Ref 31 (flat-footed 26), Fort 26, Will 29; Block
hp 105; Threshold 26
————————————————————————————
Speed 6 squares, Running Attack
Melee double-bladed lightsaber +19 (2d8+9) with both hands or
Melee double-bladed lightsaber +14 (2d8+8) and double-bladed lightsaber +14 (2d8+8)
Ranged by weapon +18
Base Atk +14; Grp +18
Atk Options Acrobatic Strike, Dual Weapon Mastery, Twin Weapon Mastery
Special Actions Battle Meditation, Disciplined Strike, Improved Battle Meditation, Jedi Battle Commander
Force Powers Known (Use The Force +20) battle strike [Core p.96], farseeing [Core p.96], Force blast [TFU p.86], Force shield [TFU p.54/LECG p.86], Force slam [Core p.97], Force thrust [Core p.98], mind trick [Core p.98], move object [Core p.98], negate energy [Core p.99], surge [Core p.100], fluid riposte [JATM p.31] (2)
Force Techniques Force Point Recovery [Core p.102], Improved Force Slam [KOTOR p.54]
————————————————————————————
Abilities Str 12, Dex 18, Con 10, Int 12, Wis 16, Cha 16
Special Qualities build lightsaber
Talents Battle Meditation [Core p.40], Block [Core p.41], Disciplined Strike [Core p.100], Force Perception [Core p.101], Improved Battle Meditation [KOTOR p.25], Jedi Battle Commander [KOTOR p.39], Twin Weapon Mastery [JATM p.21], Twin Weapon Style [JATM p.21]
Feats Acrobatic Strike [Core p.82], Dual Weapon Mastery I [Core p.84], Force Sensitivity [Core p.85], Force Training (3) [Core p.85], Martial Arts I [Core p.86], Running Attack [Core p.88], Skill Focus (Use the Force) [Core p.88], Unleashed [TFU p.35], Weapon Finesse [Core p.89], Weapon Proficiency (lightsabers, simple weapons) [Core p.89]
Primary Skills Acrobatics +16, Initiative +16, Jump +13, Perception +10 (may Use the Force +20 instead), Use the Force +20
Secondary Skills Climb +8, Deception +10, Endurance +7, Gather Information +10, Knowledge (bureaucracy) +8, Knowledge (galactic lore) +8, Knowledge (life sciences) +8, Knowledge (physical sciences) +8, Knowledge (social sciences) +8, Knowledge (tactics) +8, Knowledge (technology) +8, Mechanics +8, Persuasion +10, Pilot +11, Ride +11, Stealth +11, Survival +10, Swim +8, Treat Injury +10, Use Computer +8
Possessions double-bladed lightsaber (self-built)


Design Notes:
Satele Shan, descendant and heir to the legacy of the legendary Jedi Bastila Shan, is herself destined for greatness. Before rediscovering Tython and becoming Grand Master of the Jedi Order, Satele was on the front lines of the Great Galactic War from the outset. To her credit is her survivial of two early encounters with Darth Malgus, the second of which resulted in a crushing defeat for the Sith Lord.
This stat block is meant to represent Satele as of the Battle of Alderaan. I chose the Unleashed feat to represent the incredible amount of power behind her Force usage, and otherwise stuck mostly to Dex-based and double-weapon fighting. My goal was to be able to explain everything she did in the TOR trailers ("Return" and "Hope") in Saga mechanics terms, as well as including lots of roleplaying fluff like her strong abilities with Battle Meditation and her ability to sense things before they come to pass (farseeing). 
Satele is built with a 32 point-buy, reflecting her truly heroic legacy.


The third and final build is the antagonist who survived skirmishes with both of the above named Jedi, and went on to kill many others throughout his career. This is how I envision Darth Malgus just prior to his duel with Satele on Alderaan, where he is momentarily defeated, but then goes on to kill two more Jedi on the same day.



Darth Malgus CL 16

Medium male Human Jedi 4/soldier 5/noble 2/Sith apprentice 4/Sith Lord 1
Destiny 8; Force 15; Dark Side 15
Init +15; Senses Perception +15
Languages Basic, Bocce, Bothese, Dosh, Durese, High Galactic, Huttese, Quarrenese, Rodese, Ryl, Shyriiwook, Sith
————————————————————————————
Defenses Ref 31 (flat-footed 29), Fort 36, Will 31; Block, Deflect
hp 137; Threshold 36
Immune fear effects, +5 to Fortitude and Will Defense against any Use the Force checks
————————————————————————————
Speed 6 squares
Melee lightsaber +21 (2d8+13) or
Melee lightsaber +21 (2d8+17) with both hands or
Melee lightsaber +18/+18 (2d8+17) with Double Attack
Ranged by weapon +17
Base Atk +15; Grp +19
Atk Options Double Attack (lightsabers), Power Attack, Unrelenting Assault
Special Actions Buried Presence, Equilibrium, Redirect Shot, temptation
Force Powers Known (Use The Force +20) crucitorn [JATM p.24], dark rage [Core p.96], Force grip [Core p.97], Force lightning [Core p.97], Force scream [KOTOR p.50], move object [Core p.98], repulse [TFU p.87], surge [Core p.100], disarming slash [JATM p.30], fluid riposte [JATM p.31], pushing slash [JATM p.33], vornskr's ferocity [JATM p.36]
Force Techniques Improved Dark Rage [TFU p.88], Improved Force Lightning [TFU p.88]
————————————————————————————
Abilities Str 18, Dex 14, Con 14, Int 16, Wis 15, Cha 15
Special Qualities build lightsaber
Talents Armored Defense [Core p.52], Block [Core p.41], Buried Presence [TFU p.92], Deflect [Core p.41], Equilibrium [Core p.101], Melee Smash [Core p.52], Multiattack Proficiency (lightsabers) [Core p.218], Redirect Shot [Core p.41], Unrelenting Assault [CWCG p.26]
Feats Armor Proficiency (light) [Core p.82], Double Attack (lightsabers) [Core p.84], Force Sensitivity [Core p.85], Force Training (4) [Core p.85], Linguist (2) [Core p.86], Power Attack [Core p.87], Skill Focus (Use the Force) [Core p.88], Tumble Defense [KOTOR p.35], Unleashed [TFU p.35], Unstoppable Force [CWCG p.31], Weapon Focus (lightsabers) [Core p.89], Weapon Proficiency (lightsabers, simple weapons) [Core p.89]
Primary Skills Acrobatics +15, Endurance +15, Initiative +15, Knowledge (tactics) +16, Perception +15, Use the Force +20
Secondary Skills Climb +12, Deception +10, Gather Information +10, Jump +12, Knowledge (bureaucracy) +11, Knowledge (galactic lore) +11, Knowledge (life sciences) +11, Knowledge (physical sciences) +11, Knowledge (social sciences) +11, Knowledge (technology) +11, Mechanics +11, Persuasion +10, Pilot +10, Ride +10, Stealth +10, Survival +10, Swim +12, Treat Injury +10, Use Computer +11
Possessions light dark armor (+4 armor, +5 equipment; tech specialist mod: +2 Fortitude Defense), lightsaber (self-built)



Design notes: This is Darth Malgus as of the Battle of Alderaan (featured in the Hope trailer. I gave Malgus super-heroic abilities (39 point-buy) because of the way he's portrayed and written as a character—powerful, insightful, strong in the Force, resilient in both mind and body. His Force power selection should show his dedication to the "Strong Style" of lightsaber combat in addition to his impressive telekinetic abilities and strength in the Dark Side.


Malgus learned "dozens of languages" according to the Old Republic Holonet, so he's got a significant number of widely-known Galactic languages here in his stat block. I gave him levels in Noble to represent this as well as his privileged upbringing in the Empire. The rest of his feats and talents go towards making him a formidable opponent in close-quarters combat, as well as a capable defender against ranged attacks. Even if a Jedi manages to block a strike from Malgus, the Jedi will still receive damage as Malgus' unrelenting assault overwhelms the defenses of his opponent.  
I felt that the Unleashed Feat was also warranted given Malgus’ exceptional abilities with the Force in times of need (or sometimes in grief). Unleashed Force lightning and Unleashed Repulse are some abilities that we see him use to great effect, and he could certainly be interpreted as using Unleashed Dark Rage in the Deceived novel.
Overall, I wanted to portray him as a near-unstoppable maelstrom of Dark Side power.


I never listen to the Order 66 Podcast. Winner of You Build the Character #27 - Cad Bane
=============================  DO NOT VOTE FOR THIS ENTRY  =============================

I'm still around - teaching courses are very time consuming...

Here's my entry, Revan Reborn (his stats are a 38 PB, with the abilities given based on his displayed traits in both the novel Revan and his tOR 'powers'):
Revan (Reborn)

"And in the end, as the darkness takes me, I am nothing. Now I know how you felt, old friend."
- Revan reciting Darth Malak's final words


Revan (Reborn) CL 20


Medium Middle Age Male Human Scoundrel 1/ Soldier 5/ Jedi 4/ Jedi Knight 6/ Jedi Master 4
Destiny* 5; Force 8, Strong in the Force; Dark Side 9
Init +17; Senses Perception +19
Languages Basic, Binary (cannot speak), Mando'a, Selkath, Shyriiwook (cannot speak)
------------------------------------------------------------------------------------------------------------
Defenses Ref 36 (Flat-footed 34), Fort 35, Will 38; Block, Deflect
hp 190; Threshold 35
Immune +5 to Fortitude Defence against poison, +5 to Fortitude and Will Defence against Force effects, Fear effects
------------------------------------------------------------------------------------------------------------
Speed 6 Squares
Melee Unarmed +21 (1d4+13) or
Melee Lightsabre +23 (2d8+15) or
Melee Lightsabre +27 (2d8+25) with Powerful Charge or
Ranged Blaster Pistol +21 (3d6+10) or
Ranged Blaster Pistols +16/+16 (3d6+10) with Dual Weapon Mastery I or
Ranged Lightsabre +23 (2d8+13)
Base Atk +19; Grp +21
Atk Options Dual Weapon Mastery I, Improved Lightsabre ThrowtFU, Lightsabre Throw, Point Blank Shot
Special Actions Equilibrium, Force SuppressionKotOR, Redirect Shot, Serenity, Warrior’s DeterminationtUR
Force Powers Known (Use the Force +25): Draw CloserJATM, Farseeing, Fold SpaceJATM, Force Slam (2), Hawk-bat SwoopJATM, Rebuke (2), RepulsetFU, Resist ForceKotOR, Mind Trick, Move Object (2), Surge, Unhindered ChargeJATM
Force Secrets Devastating Power, Multitarget Power, Quicken Power
Force Techniques Force Point Recovery, Improved RebuketFU, Language AbsorptionKotOR
------------------------------------------------------------------------------------------------------------
Abilities Str 14, Dex 14, Con 13, Int 18, Wis 18, Cha 20
Special Qualities Fearless, Serenity
Talents Block, Deflect, Equilibrium, Force SuppressionKotOR, Improved Lightsabre ThrowtFU, Lightsabre Throw, Melee Smash, Redirect Shot, Spacehound, Telepathic LinkKotOR, Warrior’s DeterminationtUR
Feats Dual Weapon Mastery I, Force Sensitivity, Force Training (3), Point Blank Shot, Poison ResistanceKotOR, Powerful Charge, Skill Focus (Use the Force), Strong in the Force, Unstoppable ForceCW, Weapon Focus (Lightsabres), Weapon Proficiency (Advanced Melee Weapons, Lightsabres, Pistols, Rifles, Simple Weapons)
Skills Gather Information +20, Initiative +17, Knowledge (Tactics) +19, Mechanics +19, Perception +19, Persuasion +20, Pilot +17, Use Computer +19, Use the Force +25
Possessions Blaster Pistols (2), Blue-bladed Lightsabre (self-built), Jedi Robes, Lightsabre Energy Cell, Mandalorian Mask, Power Packs (2), Utility Belt
------------------------------------------------------------------------------------------------------------
*Revan is considered to have fulfilled the Discovery (+1 bonus to all Defences), Redemption and Destruction (+2 bonus to Charisma) destinies.

=============================  DO NOT VOTE FOR THIS ENTRY  =============================
I'm still around - teaching courses are very time consuming...

Here's my entry, Revan Reborn (his stats are a 38 PB, with the abilities given based on his displayed traits in both the novel Revan and his tOR 'powers')

I'm sorry to say it DS, but Revan is not allowed in this contest due to him previously having had his own individual competition.


6. You may not enter a character who has already been the subject of their own competition.



You can leave the entry up if you like, provided you mark it as not eligible for voting. Also, I can take this as a request you'd like to see a Revan contest again.
Josh Cheesman - journalist and Star Wars fan. Visit the YBtC Hall of Fame to see the winners of the Praxeum's regular You Build the Character competitions. Need roleplaying stats for a miniature you're using in your Star Wars game? Try the [Saga] Star Wars Miniatures RPG Stats thread. Check out the The Great Mess Hall Food Fight, the Star Wars thread that can't be derailed. Any and all discussions welcome! I never listen to the Order 66 Podcast.




"The Sith are the enemy, but we must not become like them in order to beat them. We must remain true to all that we stand for." - Satele Shan, spoken in a Force vision to Shigar Konshi


Satele Shan          CL 15


Medium Human Jedi 11/Jedi Knight 4
Destiny 2; Force 11
Init +15; Senses Perception +15
Languages Basic, High Galactic, Zabrak
----------------------------------------------------------------------------
Defenses Ref 31 (flat-footed 28), Fort 29, Will 31
hp 128; Threshold 29
----------------------------------------------------------------------------
Speed 
6 squares
Melee unarmed +15 (1d6+9) or
Melee 
double-bladed lightsaber +19 (2d8+11) or
Melee double-bladed lightsaber +14 (2d8+11) and double-bladed lightsaber +14 (2d8+11) or
Melee double-bladed lightsaber +17 (3d8+11) with Rapid Strike or
Melee double-bladed lightsaber +12 (3d8+11) and double-bladed lightsaber +12 (3d8+11) with Rapid Strike
Base Atk +14; Grp +17
Atk Options Acrobatic Strike, Dual Weapon Mastery, Focused Attack, Rapid Strike
Special Actions Block, Disciplined Strike, Lightsaber Defense 
Force Powers Known (Use The Force +19) battle strike (2), Force blast, Force slam, hawk-bat swoop, move object (2), negate energy, rebuke, repulse, surge (2)
Force Regimens Known (Use the Force +19) quiet the mind, telekinetic practice, sparring practice, vo'ren's second cadence
Force Techniques Force Point Recovery, Improved Repulse
------------------------------------------------------------------------------------
Abilities Str 12, Dex 17, Con 13, Int 14, Wis 16, Cha 15
Talents Block, Channel Energy, Disciplined Strike, Focused Attack, Force Intuition, Lightsaber Defense (2), Weapon Specialization (lightsabers)
Feats Acrobatic Strike, Dual Weapon Mastery I, Force Sensitivity, Force Training (3), Force Regimen Mastery, Martial Arts I, Rapid Strike, Skill Focus (Use the Force), Strong in the Force, Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics +15, Initiative +15, Knowledge (Galactic Lore) +14, Knowledge (Tactics) +14, Perception +15, Use the Force +19 (can substitute for Initiative checks)
Possessions double-bladed lightsaber (self built, Mephite crystal, pressure grip), Jedi robes

Destiny Completed : Discovery. Satele has completed her destiny by discovering the ancient homeworld of the Jedi, Tython; giving her a +1 to all defenses.


Design Notes:

-Satele uses Improved Repulse and Disciplined Strike to save Jace Malcom from Sith warriors in Hope.
-Vo'ren's Second Cadence allows her to attack three Sith warriors and a Sith war droid at the same time (using Whirlwind Attack).
-Strong in the Force reflects Satele's heritage; she is descended from Revan and Bastila Shan, both powerful Force Users.
-I didn't give her many dual-wielding feats or talents, mostly because she switches to a single-bladed lightsaber after her double-bladed weapon is destroyed by Malgus.
-Channel Energy shows how Satele blocks Malgus's lightsaber with her hands, then flings him into a cliff; finishing him off with Force blast. Using Force blast and move object back-to-back is impossible without something like Channel Energy.
-Quiet the Mind exemplifies Satele's strong ability to sense the future.
Yes, I know I misspelled "Jensaarai".
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Submissions are now closed. Voting is now open for the winning entry. Each forum member may vote once for their favourite entry in the contest. Post your vote in this thread, and remember to include the screenname of the person you're voting for. You have until 11.59pm (PT) on Thursday 8 March to vote.
Josh Cheesman - journalist and Star Wars fan. Visit the YBtC Hall of Fame to see the winners of the Praxeum's regular You Build the Character competitions. Need roleplaying stats for a miniature you're using in your Star Wars game? Try the [Saga] Star Wars Miniatures RPG Stats thread. Check out the The Great Mess Hall Food Fight, the Star Wars thread that can't be derailed. Any and all discussions welcome! I never listen to the Order 66 Podcast.
Also, let me know who you want to see in the next contest, which will be a movie character.
Josh Cheesman - journalist and Star Wars fan. Visit the YBtC Hall of Fame to see the winners of the Praxeum's regular You Build the Character competitions. Need roleplaying stats for a miniature you're using in your Star Wars game? Try the [Saga] Star Wars Miniatures RPG Stats thread. Check out the The Great Mess Hall Food Fight, the Star Wars thread that can't be derailed. Any and all discussions welcome! I never listen to the Order 66 Podcast.
I vote for sienn_sconn and his cousins.  
First off, I have to say that these are are amazing entries.  Each one is well done and planned out.  Good job, everyone.

Now, for the voting.  I vote for . . .

Serfious's Teneb Kel/Darth Thranton.

While I like the characters that we get to know in the video games, I like to focus on characters that are not as well known (at least to me).  So there you go, my whole reasoning.


PS:  Derffrombelgium's Jaraell  would have been my second choice.

Winner of the You Make the... Contest #9: Jedi Padawans Winner of the You Build the Character#33:  EU Bounty Hunters Winner of the You Build the Character #37:  The Empire Strikes Back Winner of the "Ultimate Dream Builds #1: The Underworld" I am Blue/Black
I am Blue/Black
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
I'm both selfish and rational. I'm scheming, secretive and manipulative; I use knowledge as a tool for personal gain, and in turn obtaining more knowledge. At best, I am mysterious and stealthy; at worst, I am distrustful and opportunistic.
Lets do Wicket next. show the ewoks some love seeing how everyone plays them like a furry jar jar binks
I'm still around - teaching courses are very time consuming...

Here's my entry, Revan Reborn (his stats are a 38 PB, with the abilities given based on his displayed traits in both the novel Revan and his tOR 'powers')

I'm sorry to say it DS, but Revan is not allowed in this contest due to him previously having had his own individual competition.

6. You may not enter a character who has already been the subject of their own competition.

You can leave the entry up if you like, provided you mark it as not eligible for voting. Also, I can take this as a request you'd like to see a Revan contest again.

Whoops...

My mistake - I've marked it as a do not vote entry now.


As I'm here, I'll cast my vote for richterbelmont10 and suggest one of the Old Republic Jedi Masters/Knights as the subject of the next contest (e.g. Kit Fisto).
I'm going to cast my vote for richterbelmont10's build of the Jedi Exile. Good job to everyone who created entries for this month. They were all a lot of fun to look over.

I have a few requests for who I would like to see on the a future YBtC: Jedi Masters Adi Gallia, Ki-Adi Mundi, Kit Fisto, and Quinlan Vos. Other's I would like to see are Kal Skirata, Dash Rendar and I would thoroughly enjoy seeing the many builds thought up for Darth Plagueis.
Shouldn't the votes for richterbelmont be for a specific build? I seem to recall that in the rules....
Yes, I know I misspelled "Jensaarai".
Show
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I am both rational and emotional. I value creation and discovery, and feel strongly about what I create. At best, I'm innovative and intuitive. At worst, I'm scattered and unpredictable.
And aren't we limited to a maximum of 3 builds?
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