The Bounty Hunt is ON!

Okay, so I'm starting a Clone Wars campaign in a week and I wanted the party to have some constant interaction with a team of bounty hunters that have been hired to capture the party (a la Episode V, where Vader hires Bossk, IG-88, Boba Fett, 4-Lom, Zuckuss, and Dengar to go after the Aluminum Falcon). These bounty hunters aren't going to make their appearance right away as the party is going to have to hurt some baddie's ego to make him hire this team.

Here's the first one. I kind of went all out on him because I'm going to have this guy harass the party over multiple sessions, sort of a recurring villain. I'm going to post another couple of them tonight and probably finish it up tomorrow. You guys are welcome to use these in your encounters and I hope you like them!

Deebo Nak, Hunt Master

IMAGE(http://i244.photobucket.com/albums/gg39/dbgoldberg323/deebonak.jpg)

As a child, Deebo Nak's parents, brother, and friends were killed when a rival hunting clan invaded his village. Life on Rodia is not always about hunting; sometimes it's about survival. He hid well enough to make it out alive, and since then he lived on his own.

He secluded himself deep in the jungle, living off of various fruit and animals. He would steak out water holes and heavily populated feeding grounds and watch how predators approached and killed their prey. He learned from the hunt and used that knowledge to help him survive. He had even been ambushed by a particularly devastating predator but he managed to kill it with only sustaining minor injuries, a surprise to even Deebo himself.

When Deebo was a bit older, he ventured back to his home village only to find it abandoned and burnt down years ago. He traveled to the next village and over time re-integrated himself into Rodian society. He quickly became known for his ability to hunt and acquire any target he was sent for. While in the wild he mastered killing vicious beasts with a dire vibrosword he had found on a dead hunter, and recently found a heavy blaster rifle to have certain beneficial applications.

After hearing of bounties in the immediate system, he bought a small run-down ship and thus started his career as a Bounty Hunter. Excelling at catching prey swiftly and with almost no effort, Deebo quickly developed a name for himself in the Bounty Hunter world.

Things continued on like this for some time, with nothing but success and credits rolling in. He believed he was so skilled that he returned to his village on Rodia and set up a "Hunter Training School" on the outskirts of a very dangerous area of Jungle (which only aided in the success of the school). There he tought Rodians of all ages tips and tricks that he acquired in his life for quite a hefty fee. Although he hunted solo, he stressed teamwork and explained that the more observant one was to a situation, the easier it would be to master it.

The school was growing, and he was even interested in an older female Rodian student that frequented a cantina he liked. Things were looking up for Deebo when out of nowhere his school was attacked (while he was out recruiting one night) by rival Hunt Masters. Several of his students were killed, including the female he liked, and the building itself was all but destroyed.

Enraged and hurt, Deebo took his money and his ship and gathered what few students survived the attack and left for Dathomir, a temperate and beautiful planet with legendary monsters that most hunters would only have nightmares about. (He had heard about the planet during a bounty hunt he was on before he started his school.) There, he continued training his old students and recruited new ones but focused more on teaching them group tactics, endurance training, and special maneuvers, training them to be master pack hunters. He gave them equipment similar to his own and poured almost everything he had into making this force as skilled as he was, leaving a few of his tricks out as a precautionary measure.

Deebo currently sends his minions to collect bounties and has even started to dabble in assassinations, something that comes easy to him and his students given their particular set of skills. His name is known throughout the galaxy and typically strikes fear into the hearts of those who have been marked for the hunt...



Student Devotee CL 1

Medium Human nonheroic 3
Init +2; Senses Perception +1
Languages Basic, Huttese

Defenses Ref 16 (flat-footed 15), Fort 13, Will 11
hp 12; Threshold 13

Speed 6 squares
Melee dire vibroblade +4 (2d6+2) or
Melee dire vibroblade +4 (2d6+4) with both hands or
Melee dire vibroblade +2 (3d6+4) with Rapid Strike
Ranged blaster rifle +3 (3d8) or
Ranged blaster rifle -2 (3d8) with autofire
Base Atk +2; Grp +4
Atk Options autofire (blaster rifle), Rapid Strike

Abilities Str 15, Dex 13, Con 14, Int 12, Wis 11, Cha 10
Feats Armor Proficiency (light), Improved Defenses, Rapid Strike, Weapon Proficiency (advanced melee, rifles)
Skills Endurance +8, Knowledge (tactics) +7
Possessions blaster rifle with Retractable Stock, combat jumpsuit (+4 armor), dire vibroblade, Tabbard of Deebo Nak



Student Warrior CL 2

Medium Human nonheroic 6
Init +4; Senses Perception +3
Languages Basic, Huttese

Defenses Ref 16 (flat-footed 15), Fort 13, Will 11
hp 29; Threshold 13

Speed 6 squares
Melee dire vibroblade +7 (2d6+3) or
Melee dire vibroblade +7 (2d6+6) with both hands or
Melee dire vibroblade +5 (3d6+6) with Rapid Strike
Ranged blaster rifle +5 (3d8) or
Ranged blaster rifle +0 (3d8) with autofire
Base Atk +4; Grp +7
Atk Options autofire (blaster rifle), Rapid Strike

Abilities Str 16, Dex 13, Con 14, Int 12, Wis 11, Cha 10
Feats Armor Proficiency (light), Improved Defenses, Rapid Strike, Weapon Proficiency (advanced melee, rifles), Wicked Strike
Skills Endurance +10, Knowledge (tactics) +9
Possessions blaster rifle with Retractable Stock, combat jumpsuit (+4 armor), dire vibroblade, Tabbard of Deebo Nak



Student Elite CL 3

Medium Human nonheroic 9
Init +6; Senses Perception +4
Languages Basic, Huttese

Defenses Ref 18 (flat-footed 16), Fort 15, Will 11
hp 43; Threshold 15

Speed 6 squares
Melee dire vibroblade +9 (2d6+3) or
Melee dire vibroblade +9 (2d6+6) with both hands or
Melee dire vibroblade +7 (3d6+6) with Rapid Strike or
Melee dire vibroblade +13 (2d6+10) with Powerful Charge
Ranged heavy blaster rifle +8 (3d10) or
Ranged heavy blaster rifle +3 (3d10) with autofire
Base Atk +6; Grp +9
Atk Options autofire (heavy blaster rifle), Powerful Charge, Rapid Strike

Abilities Str 16, Dex 14, Con 14, Int 12, Wis 11, Cha 10
Feats Armor Proficiency (light), Improved Defenses, Powerful Charge, Rapid Strike, Weapon Proficiency (advanced melee, rifles), Wicked Strike
Skills Endurance +11, Knowledge (tactics) +10
Possessions armored flight suit (+5 armor, +2 equipment) with Vacuum Seals, dire vibroblade, heavy blaster rifle with Retractable Stock, Tabbard of Deebo Nak



Deebo Nak, Hunt Master CL 7

Medium Rodian soldier 6/nonheroic 3
Init +8; Senses heightened awareness; Perception +3
Languages Basic, Huttese, Rodese

Defenses Ref 22 (flat-footed 18), Fort 20, Will 15
hp 60; Threshold 20

Speed 6 squares, fly 6 squares
Melee dire vibroblade +10 (2d6+5) or
Melee dire vibroblade +10 (2d6+7) with both hands or
Melee dire vibroblade +8 (3d6+7) with Rapid Strike
Ranged heavy blaster rifle +12 (3d10+3) or
Ranged heavy blaster rifle +7 (3d10+3) with autofire
Base Atk +8; Grp +12
Atk Options autofire (heavy blaster rifle), Devastating Attack (advanced melee), Rapid Strike, Withdrawal Strike (advanced melee)
Special Actions Battle Analysis, Quick Draw, Shake It Off

Abilities Str 15, Dex 18, Con 13, Int 12, Wis 9, Cha 8
Talents Battle Analysis, Devastating Attack, Jet Pack Training
Feats Armor Proficiency (light, medium), Improved Defenses, Quick Draw, Rapid Strike, Shake it Off, Skill Focus (Survival), Weapon Finesse, Weapon Proficiency (advanced melee, rifles), Wicked Strike, Withdrawal Strike (advanced melee)
Skills Knowledge (tactics) +10, Survival +15
Possessions all-temperature cloak, dire vibroblade, heavy blaster rifle, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), fuel cell, jet pack

"Sometimes you just have to roll the hard six." -Admiral Adama

Download my custom Saga Edition content! Star Wars: The Old Republic - Eternity Vault Module (part one) Mass Effect Campaign Setting (version 2.0 coming soon) Farscape Campaign Setting Firefly Campaign Setting <-- Re-writing! Coming soon! Introduction to Star Wars Saga Edition Roleplaying Starting a Star Wars Campaign Additional Rule Quick Reference Skill Check Combat Timing Some Bounty Hunters
Okay I know this isn't the BEST Teras Kasi master but I thought the idea was cool so I threw him in. He could easily get high circumstance bonuses to deception/stealth for looking so unassuming lol.

IMAGE(http://i244.photobucket.com/albums/gg39/dbgoldberg323/teraskasimaster.jpg)

Jeria Thren CL 6

Medium Human soldier 4/nonheroic 3/elite trooper 1
Init +12; Senses Perception +9
Languages Basic, High Galactic

Defenses Ref 24 (flat-footed 18), Fort 21, Will 16
hp 50; Threshold 21

Speed 6 squares
Melee combat gloves +10 (2d10+7) or
Melee combat gloves +8 (2d10+7) and combat gloves +8 (2d10+7)
Ranged by weapon +10
Base Atk +7; Grp +10
Atk Options Dual Weapon Mastery, Pin, Stunning Strike

Abilities Str 16, Dex 17, Con 13, Int 12, Wis 11, Cha 10
Special Qualities delay damage
Talents Melee Smash, Stunning Strike, Teräs Käsi Basics
Feats Armor Proficiency (light), Dual Weapon Mastery I, Dual Weapon Mastery II, Improved Defenses, Martial Arts I, Martial Arts II, Martial Arts III, Pin, Weapon Proficiency (simple)
Skills Initiative +12, Perception +9
Possessions all-temperature cloak, combat gloves, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser)
IMAGE(http://i244.photobucket.com/albums/gg39/dbgoldberg323/commandos.jpg)

Twins Kylen & Nulen Tarkyk CL 2

Medium Human soldier 1/nonheroic 3
Init +5; Senses Perception +7
Languages Basic, Huttese

Defenses Ref 18 (flat-footed 15), Fort 17, Will 12
hp 23; Threshold 17

Speed 6 squares
Melee by weapon +5
Ranged heavy blaster rifle +6 (3d10) or
Ranged heavy blaster rifle +1 (3d10) with autofire or
Ranged heavy blaster rifle +4 (4d10) with Rapid Shot
Base Atk +3; Grp +6
Atk Options autofire (heavy blaster rifle), Point Blank Shot, Precise Shot, Rapid Shot

Abilities Str 14, Dex 16, Con 14, Int 12, Wis 11, Cha 10
Talents Weapon Specialization
Feats Armor Proficiency (light), Improved Defenses, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Proficiency (rifles)
Skills Knowledge (tactics) +8, Perception +7
Possessions all-temperature cloak, electrobinoculars, heavy blaster rifle, padded flight suit (+3 armor, +1 equipment) with Vacuum Seals, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), enhanced low-light targeting scope, motion sensing visor
IMAGE(http://i244.photobucket.com/albums/gg39/dbgoldberg323/GranSniper.jpg)

Cera Paal CL 4

Medium Gran scoundrel 3/nonheroic 3
Init +6; Senses Perception +8
Languages Basic, Gran, Huttese

Defenses Ref 18 (flat-footed 15, with Sniper Shot 13), Fort 15, Will 14
hp 30; Threshold 15

Speed 6 squares
Melee by weapon +4
Ranged sniper blaster rifle +7 (3d10+1) or
Ranged sniper blaster rifle +9 (3d10+1) with Sniper Shot
Base Atk +4; Grp +7
Atk Options Careful Shot, Cunning Attack, Dastardly Strike, Deadeye, Far Shot, Point Blank Shot, Precise Shot, Sniper, SniperShot
Special Actions Personalized Modifications

Abilities Str 11, Dex 16, Con 15, Int 12, Wis 11, Cha 12
Special Qualities target awareness, triple vision
Talents Dastardly Strike, Personalized Modifications
Feats Careful Shot, Cunning Attack, Deadeye, Far Shot, Point Blank Shot, Precise Shot, Skill Focus (Stealth), Sniper, Sniper Shot, Weapon Proficiency (rifles)
Skills Perception +8, Stealth +16
Possessions sniper blaster rifle, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), enhanced low-light targeting scope, motion sensing visor

Okay, the SagaSheet is only capable of so much, so here's what this guy can do when utilizing all of his special abilities/equipment:

Pretty much ignore cover/concealment and range when firing, Swift Action to aim, Standard Action to fire (+13 / 4d10+5), Successful hit means opponent moves an additional -1 step in the C.T., then a Move action to "snipe" with Stealth (result of 16 if taking 10 otherwise roll a net +6)
IMAGE(http://i244.photobucket.com/albums/gg39/dbgoldberg323/571CKY.jpg)

571CKY "Sticky" CL 4

Medium droid (4th-degree) soldier 4
Init +10; Senses low-light vision; Perception +5
Languages Basic, Binary

Defenses Ref 20 (flat-footed 17), Fort 18, Will 15
hp 50; SR 10; Threshold 18
Immune droid traits

Speed 6 squares
Melee by weapon +6
Ranged carbonite rifle +7 (3d10+2 stun) or
Ranged grenade launcher +7 (4d6+2) or
Ranged adhesive grenade +7 (special) or
Ranged stun grenade +7 (4d6+2 stun, 2-square burst)
Base Atk +4; Grp +7
Atk Options Angled Throw

Abilities Str 15, Dex 16, Con -, Int 10, Wis 12, Cha 8
Talents Demolitionist, Devastating Attack
Feats Angled Throw, Armor Proficiency (light, medium), Artillery Shot, Weapon Proficiency (heavy, pistols, rifles, simple)
Skills Endurance +2, Initiative +10, Mechanics +7, Perception +5, Use Computer +7
Systems durasteel plating, 2 hand appendages, heuristic processor, improved sensor package, integrated comlink, magnetic feet, vocabulator, walking locomotion
Possessions 3 adhesive grenades, carbonite rifle, grenade launcher, 3 stun grenades
WHEW! :D Okay, I'm done. What do you guys think?
...What do you guys think?

"Bounty hunters. We don't need their scum."
―Admiral Firmus Piett

I think I would not like to be one of your players Just kidding, of course. These look awesome...a motley crew to be sure. I like the twins. You can have a lot of fun playing that. The Rodian and his human apprentices is a cool idea too.

I faced my players with a young Boba Fett in our Dawn of Defiance game and they seemed to dig the cat and mouse game. Boba wasn't hunting them but he slipped a couple of transponders (one easy to find and one not so easy to find, that they missed for a while) onto their ship and then sold info on their location to other bounty hunters. It was pretty fun as a sideline to the main adventure.
M
Thanks for the compliment! And,
...he slipped a couple of transponders (one easy to find and one not so easy to find, that they missed for a while) onto their ship and then sold info on their location to other bounty hunters...

THAT's brilliant!

PS: Added some photos I found that I thought were cool. :D
These guys are awesome, bro!

Allow me to offer you, as well, the services of the baddest bounty hunter this side of the Jundland Wastes, Kip Collin!

Kip Collin


The name is an homage to Randolph Scott's character Jim Kipp a/k/a James Collins, in Andre de Toth's 1954 film The Bounty Hunter, which arguably started the genre of Spaghetti Western bounty hunter flicks (from which Jango Fett's namesake, Django, comes).

[indent]Kip Collin, Bounty Hunter CL 10
Medium male Human Jedi 1/scout 5/soldier 1/bounty hunter 2
Destiny 1; Force 5, Strong in the Force; Dark Side 5
Init +11 (may reroll); Senses Perception +10 (may reroll)
Languages Basic, Huttese, Bocce
--------------------------------------------------------------------------------
Defenses Ref 26 (flat-footed 24), Fort 25, Will 21
hp 96; Threshold 25
--------------------------------------------------------------------------------
Speed 6 squares
Melee unarmed +8 (1d6+5)
Melee lightsaber +8 (2d8+6)
Ranged Bryar Rifle +9 (3d8+6) or
Ranged Bryar Rifle +4/+4 (3d8+6) with Double Attack
Base Atk +7; Grp +9
Atk Options Double Attack
Special Actions Acute Senses, Deflect, Hunter's Mark, Power of the Dark Side
Force Powers (Use the Force +11): dark transfer, Force disarm, Force thrust, move object
--------------------------------------------------------------------------------
Abilities Str 13, Dex 15, Con 18, Int 14, Wis 13, Cha 14
Special Qualities familiar foe +1
Talents Acute Senses, Armored Defense, Deflect, Hunter's Mark, Improved Initiative, Power of the Dark Side
Feats Armor Proficiency (light), Double Attack (rifles), Force Sensitivity, Force Training (2), Martial Arts I, Skill Training (Survival), Strong in the Force, Weapon Proficiency (lightsabers, pistols, rifles, simple weapons)
Skills Acrobatics +11, Initiative +11, Perception +10, Pilot +11, Survival +10, Use the Force +11
Possessions Bryar Rifle (tech specialist mod; +2 to damage) with no stock, data chips, blast vest (+2 armor), rawlskin boots (with the heads still on).

Kip Collin was selected as an infant for the Jedi Order, but when he was rejected for padawanhood and sent to the AgriCorps, he wanted nothing more to do with it. Hurt and rejected, he struck out on his own, falling in with a group of eco-terrorists on Naboo before striking out on his own as a gun-for-hire and, eventually, a bounty hunter. When the Empire sought to purge the Galaxy of Jedi, Kip put his unique background and skills to use to wrangle the very Jedi who had turned their back on him years before.[/indent]

I'm thinking the guy looks something like either this:

IMAGE(http://i306.photobucket.com/albums/nn265/RobShanti/untitled.jpg)

or this

IMAGE(http://fc01.deviantart.com/fs7/i/2005/202/1/4/Bounty_Hunter_by_wicktone.jpg)
But the most important thing is his rawlskin boots, which look like either this:



or like this:



Although personally, I think Kip Collin could wear these:

IMAGE(http://ponderingsfrompluto.files.wordpress.com/2009/01/dragon-boots1.jpg)

...so he can rock and roll all night and party e-ve-ry day.
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Those shoes are just awesome.
M
As politely as possible I am requesting that we please keep comments in this thread related to the original topic. Thank you so much! ;D
These are excellent mate.

I hope you don't mind, but I've taken the liberty of compiling them into a PDF for easy download.
Haven't changed anything (except a little formatting).

If you don't want it left up, let me know and I'll remove it

Bounty Hunters PDF

Cheers

Cormack