Post Your Dark Lords Here...

Hi gang,

Not sure if anyone has started a Thread like this but its here post you bad too the bones Dark Lord builds here. They can be PC or NPCs lets see your Dark Jedi builds.

-Rogue-
DARTH ARCHADIUS THE WIDOW MAKER CL 19

Before letting fear, anger, and hate consume him causing him to fall to the Dark Side Darth Archadius was a Jensaari Defender. He was a promising Weapons Master who went Rogue in the midst of the Yuuzahn Vong invasion. As a child he grew up on the streets an orphan he survived by being a petty thief while growing up on his home world it was another Jensaari Defender who discovered the orphaned Nagai’s strong Force Sensitivity and brought the orphaned child back to the Jensaari order where the young boy was excepted with open arms. Over the years the young Nagai training in the art of military warfare, as well in the ways of the Force, unarmed combat, and lightsaber combat. It was his roguish past of using Stealth and Deception that made him excel as a Weapons Master in the Jensaari ranks.

After the Yuuzahn Vong invaded the galaxy and most of his Jensaari brothers lost their lives fighting the Vong that the young Nagai abandoned his post in order to save his own life leaving his former comrades to be slaughtered by the Yuuzahn Vong onslaught that followed. Shortly after his betrayal the young Nagai began hearing a ghastly voice in his mind and in order to get the strange voice out of his head the Nagai followed the voice’s instructions leading him to Sith ruins on Korriban. It is here the Nagai would become the apprentice of a Sith Lord apparition and learn to dabble in the dark arts of the Dark Side. The Dark Side was something that had seeded in his heart since he was a scared little child abandoned by his family having to survive on the streets of his home world. It was that day that the seed finally sprouted and like a metamorphosis the Nagai was no longer his former self. It was that day the Nagai was reborn as Darth Archadius the Scourge of the Yuuzahn Vong. He did however keep one thing of his past which maybe used against him should someone try to Redeem him he kept the nick-name his fellow Jensaari gave him after he had proven himself a true Weapons Master, the Widow Maker.

Following his transformation into Darth Archadius the Nagai would bring the fight back to the Yuuzahn Vong using his skills in Stealth and Deception to make hit & run attacks on Yuuzahn Vong support forces crippling production of their much needed living weapons and specifically targeting Yuuzahn Vong Shapers for extermination. It was during one raid that Darth Archadius captured a Yuuzahn Vong Shaper who he forced to create him a unique set of living heavy battle armor similar to the ones worn by Yuuzahn Vong warriors he also had the Shaper create a living hilt for his lightsaber incorporating both living biotech and technology used to focus the energy into the deadly red blade. Once his lightsaber was constructed he tested it out by killing the Shaper. Darth Archadius would use his new armor and hybrid lightsaber to infiltrate deep inside the Yuuzahn Vong causing as much death and destruction as possible in an attempt to slow down the Yuuzahn Vong war efforts.

Darth Archadius is ruthless, heartless, and murderous when encountering Yuuzahn Vong. He will stop at nothing in order to kill every last one of them and he has shown the willingness to kill anything that gets in the way of his goal even non-Yuuzahn Vong. To Darth Archadius anyone who would stand up and willingly defend the Yuuzahn Vong and their heinous crimes against the galaxy are nothing but “Vong Lovers” and traitors to their own galaxy and should share the same fate as the Yuuzahn Vong for their treachery. Darth Archadius prefers Stealth and Deception to infiltrate deep behind Yuuzahn Vong lines in order to kill his primary target which is usually Yuuzahn Vong Shapers, War Masters, and Priests then once his objective is complete he would kill all that would stand in his way. Darth Archadius tends to kill his victims in sick twisted ways with each kill topping the last in gruesome displays of pure butchery and brutality. Darth Archadius will stop at nothing until the Yuuzahn Vong are wiped clean from existence never to once again threaten the galaxy. What would cause someone to hate a race so much that he or she would willingly embrace the Dark Side in order to wipe them from existence? While serving with the Jensaari he feel in love with a fellow Jensaari Defender and when his love was killed by the Yuuzahn Vong the Nagai let fear, anger, and hate guide his way. And now the Yuuzahn Vong will feel the wraith of his vengeance.

Medium Nagai scoundrel 1/ soldier 4/ jedi 3/ imperial knight 1/ jedi knight 3/ sith apprentice 7
Force Points 15; Destiny 10 (Destruction); Dark Side Points 18
Init +18; Senses Perception +10
Languages Basic, Nagai
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Defenses Ref 39 (38 flatfooted), Fort 36, Will 32
hp 218; Threshold 36
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Speed 4
Melee lightsaber +23 (2d8+20) or
Melee lightsaber +21 (3d8+20) w/ Rapid Strike or
Melee lightsaber +18 (4d8+20) w/ Improved Rapid Strike
Base Atk +18; Grp +22
Atk Options Melee Smash, Stunning Strike, Dastardly Strike, Rapid Strike, Improved Rapid Strike, Trakata, Quick Draw, Wicked Strike, Affliction, Force Lightning
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Abilities Str 18, Dex 18, Con 12, Int 10, Wis 12, Cha 14

Talents Weapons Specialization (lightsabers), Melee Smash, Stunning Strike, Dastardly Strike, Trakata, Improved Quick Draw, Armor Mastery, Wicked Strike, Affliction, Attune Armor, Stolen Form (Juyo, Vaapad)

Feats Armor Proficiency (heavy, light, medium), Weapon Proficiency (lightsabers, pistols, simple weapons), Weapon Focus (lightsabers), Improved Rapid Strike, Force Sensitivity, Point Blank Shot, Rapid Strike, Force Training (x2), Quick Draw, Pall of the Dark Side

Skills Deception +16, Initiative +18, Stealth +18, Treat Injury +15, Use the Force +16

Force Powers Force Lightning (x3), Cloak

Force Techniques Improved Cloak, Force Point Recovery, +2

Possessions biotech heavy battle armor, attuned hybrid lightsaber with biotech over tech hilt, tizowyrm (Yuuzahn Vong)
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Level Progress up to Lvl 20

Lvl 20 Sith Lord 1
New Talent
New Ability Increase Wis +1/ Cha +1
There is my first post. Still woring on his build dont have dice and books handy at the moment to finih hims off. Enjoy
RAVEN & REIGN STORMCROFT CL 12

Two Millenniums ago during the Golden Age of the Sith the Sith Lords roamed freely though out the galaxy smashing anyone who opposed them. After Darth Bane passed the “Rule of Two” the Sith went into hiding bidding their time to regain control over the galaxy. One such surviving Sith Lords of the Sith Civil War hid his Force Sensitivity and lived a simple life as a farmer even getting married and having children. Those children would pass on his Force sensitivity in their offspring which would pass from one generation to the next. Two thousand years have passed when a descendant of the Sith Lord gave birth to a pair of twins, Raven & Reign Stormcroft. Their mother who was impregnated when she was raped by a pirate-king died giving birth to the twins one a boy the other a girl.

The twins grow up in an orphanage but spent most of their lives living on the street using their gift to influence minds of the weak minded to get their ways. The two are inseparatible and are never away from the other. They had grown so close that they formed a bond that allowed the each of them to know know the other is thinking. As teens the two while living in the underworld of Nar Shaddaa the twins discovered their destiny when they came across the pirate gang the Stormhand and their Force sensitive pirate-king leader. The three despite never seeing each other or knew that the other existed knew right away through the Force that they were related. Their father would add them to his crew onboard his Carrick light cruiser the Stormhand where he would teach then the life of pirates and secretly teach them in ways of the Force.

As their father became ill the twin’s used their father’s weakness to gain control of the Pirate clan and become co-leaders. The Stormhand was no ordinary Pirate clan they were in fact Sith Marauders and as the Clone Wars broke out and the galaxy was in utter turmoil the twins took advantage of the situation to attack relief ships as well as evacuation transport killing everyone leaving no witnesses to the atrocities. The twins continue their training through the teaching of a ghastly apparition claiming to be their Sith Lord ancestor turned farmer.

The twins are as ruthless as any Sith in history. They are weakest when separated so the two never stray to far apart. They trust no one else but each other to the point that the two have become incestuous lovers. Both are equal in strength and training and have a bond in the Force that no two Jedi can ever experience. Together they are at their strongest apart they become weak.

When two Master Swordsmen were dispatched to investigate the Pirate activity the Stormhand set an ambush and killed the couple. When word reaches Julianna Starfire that her parents were murdered in an ambush she and her ARC trooper team the Jade Dragons who she had embedded herself with hunt down the Stormhand and their incestuous Sith leaders.

The twins share the same stats except Reign the male twin carries a double lightsaber while Raven the female twin carries two lightsabers.

Medium Human jedi 7/ sith apprentice 5
Force Points 13; Destiny 5; Dark Side Points12
Init +12; Senses Perception +6
Languages Basic
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Defenses Ref 28 (24 flat-footed), Fort 23, Will 24
hp 128; Threshold 23
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Speed 6
Melee lightsaber +15 (2d8+8) or
Melee lightsaber +13 (3d8+8) w/ Rapid Strike or
Melee lightsaber +15/+15 (2d8+8/2d8+8) w/ Dual Weapon Mastery II
Melee lightsaber +13/+13 (3d8+8/3d8+8) w/ Dual Weapon Mastery II & Rapid Strike
Melee unarmed +14 (1d10+8) w/Martial Arts III
Melee unarmed +12 (1d10+8) w/Martial Arts III & Rapid Strike or
Melee unarmed +14/+14 (1d10+8/1d10+8) w/Martial Arts III & Dual Weapon Mastery II
Melee unarmed +12/+12 (2d10+8/2d10+8) w/Martial Arts III, Dual Weapon Mastery II and Rapid Strike
Base Atk +12; Grp +14
Atk Options Dual Weapon Mastery I, Martial Arts I, II, & III, Dual Weapon Mastery II, Rapid Strike, Dual Weapon Mastery Training, Redirect, Force Training (Force Lightning), Wicked Strike, Affliction, Severing Strike
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Abilities Str 14, Dex 13, Con 9, Int 10, Wis 10, Cha 18

Talents Telepathic Link, Block, Deflect, Redirect, Affliction, Wicked Strike, Severing Strike

Feats Dual Weapon Mastery I, Weapon Proficiency (lightsabers, simple weapons), Weapon Focus (lightsabers), Martial Arts I, Martial Arts II, Martial Arts III, Force Sensitivity, Dual Weapon Mastery II, Rapid Strike, Dual Weapon Mastery III, Force Training (Force Lightning)

Skills Acrobatics +12, Initiative +12, Use the Force +15

Force Powers Force Lightning

Force Techniques Force Point Recovery, Improved Telepathy

Possessions all weather cloak, lightsabers (Reign has a double lightsaber), Carrick light cruiser “Stormhand”
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CAPTAIN HAWKTHORNE CL 10

Captain Hawkthorne is the Sith twin’s Lieutenant who commands the Stormhand and the Sith Marauders that are at his disposal. Hawkthorne was the Stormcroft twin’s father’s second-in-command while he was the Pirate-King and Captain of the Stormhand. Now that the Stormhand in under new management the twin’s decided to keep Hawkthorne and promoted him to the Captain’s chair when their father passed on giving him complete control of all daily matters pertaining to the Stormhand and it’s crew. The Stormcroft twins are not as forgiving as their father but Captain Hawkthorne has done nothing to bring their wraith down upon him. He is a brilliant tactician and is as cold-blooded and ruthless as the Stormcroft twins and his loyalty knows no bounds. It is rumored that he was the one help the twins murder their ailing father.

Scoundrell 7/ Privateer 3

Abilities Str 15, Dex 17, Con 12, Int 12, Wis 11, Cha 10

Talents Spacehound, Starship Raider, Dastardly Strike, Strike and Run, Slippery Strike, Preserving Shot, Boarder

Feats Weapon Proficiency (pistols, simple weapons), Point Blank Shot, Weapon Focus (pistols, simple weapons), Martial Arts I, Cunning Attack, Rapid Shot, Precise Shot, Dead Eye, Rapid Strike

Skills Acrobatics+13, Gather Information +10, Initiative +13, Mechanics +11, Perception +10, Pilot+ 13, Use Computers +11
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STORMHAND

The Stormhand is the Carrick Light Cruiser used by the Stormhand pirates as their command ship. The Stormhand are ruthless blood thirst privateers who preyed on relief vessels and refugee transports stealing everything of value and killing all passengers and crew leaving no witness to their hideous crime. With the Clone Wars in full swing the Stormhand plundered and pillaged at will unable to handle the pirate bands and deal with the CIS the Republic dispatch the Jedi Order to handle them. The Jedi Order already out sourced are forced to call on support from the OJS an Order of Jedi banished from the Jedi Order a millennium ago because they choose violence over diplomacy and allowed marriage in their ranks. The OJS too had already out sourced it’s own forces for the war dispatches two of it’s Masters to handle the pirate gangs only to be ambushed and murdered by it’s Sith twin leaders.

The Stormhand or their Sith leaders do not realize the wraith of vengeance they have brought on themselves when the couple’s only daughter Swordsman Julianna Starfire learns of her parents’ murder she takes it upon herself to bring the pirate clan to justice once and for all and she isn’t doing it alone her brothers in arms the ARC trooper team the Jade Dragons won’t let her get herself killed on her own. It’s all for one or all for nothing and the Stormhand’s number has come up.

Carrick-class Light Cruiser
Colossal (frigate) capital ship
Init +0; Senses Perception +6
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Defenses Ref 17 (flat-footed 13), Fort 40; + 13 armor, Vehicular Combat
Hp 1,000; DR 15; SR 130; Threshold 140
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Speed fly 4 squares (starship scale)
Ranged 2 heavy turbolaser batteries +13* (see below)
Ranged 4 point-defense light laser cannon batteries +13 (see below)
Ranged 5 tractor beam batteries +5* (see below)
Fighting Squares 1 square (starship scale); Cover total
Base Atk +2; Grp +52
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Abilities Str 70, Dex 18, Con -, Int 16
Skills Initiative +0, Mechanics +6, Perception +6, Pilot +0, Use Computer +6
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Crew 1,092 (skilled); Passengers 142 (troops)
Cargo 3,500 tons; Consumables 1 year; Carried Craft 2 troop transports on external racks
Hyperdrive x1 (back up x12); navicomputer
Availability Military; Cost not available for sale
*Apply a -20 penalty on attacks against targets smaller than Colossal size.
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Heavy turbolaser battery (5 gunners)
Atk +13 (-7 against targets smaller then Colossal), Dmg 7d10+x5
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Point-defense light laser cannon battery (5 gunners)
Atk +13 Dmg 2d10x2
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Tractor beam battery (5 gunners)
Atk +5 (-15 against targets smaller then Colossal), Dmg – (grapple +52)
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THE STORMHAND MARAUDERS

The Stormhand Marauders are the Stormhand Pirate Clan’s shock troopers. They are actually Sith Marauders highly trained by the Pirate-King is the Dark arts. Loyal to the Pirate-King and his offspring the Stormcroft twins they are as ruthless and blood-thirsty as their Sith leaders. They are the vigilant and selfless body guards to their Sith leaders and only answer to their Sith masters.

The Stormhand Marauders have the same stats as typical Sith Marauders.
Long over due. Just been busy at work. Finally was able to tweek Darth Archadius' stats and finish his built. I have posted the completed stats above.

This is a post for everyone to show their Dark Jedi character builds so please show us what your Darth's are made of.

-Rogue-
Darth Erasmus CL 13
Medium Zeltron Jedi 7/Sith apprentice 5/Sith Lord 1
Destiny 2; Force 6; Dark Side 16
Init +13; Senses Perception +14
Languages Basic, Sith, Yuuzhan Vong
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Defenses Ref 28 (flat-footed 26), Fort 28, Will 29; Block, Deflect, Melee Defense
hp 126; Threshold 28
Immune fear effects
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Speed 6 squares
Melee lightsaber +16 (2d8+8) or
Melee lightsaber +14 (3d8+8) with Rapid Strike or
Melee lightsaber +11 (4d8+8) with Improved Rapid Strike
Ranged by weapon +15
Base Atk +13; Grp +15
Atk Options Rapid Strike, Improved Rapid Strike
Force Powers Known (Use the Force +16): battle strike, circle of shelter, deflecting
slash, disarming slash, fluid riposte, hatred, mind trick, negate energy (2), rebuke (2), sarlacc sweep

Force Techniques Force Point Recovery, Dominate Mind
________________________________________
Abilities Str 14, Dex 14, Con 14, Int 14, Wis 16, Cha 20
Special Qualities fearless, temptation
Talents Adept Negotiator, Block, Channel Energy, Deflect, Force Perception, Master
Negotiator, Stolen Form (Shii-Cho, Soresu)
Feats Attack Combo (Melee), Force Sensitivity, Force Readiness, Force Training (3),
Improved Rapid Strike, Melee Defense, Rapid Strike, Weapon Proficiency
(lightsabers, simple weapons)
Skills Acrobatics +13, Initiative +13, Perception +14, Use the Force +16
Possessions lightsaber (self-built), comlink

*Notes: Add Cha bonus to Perception checks made to sense deception or sense influence (p. 70 SECR)
*Notes: +5 species bonus (against non Zeltrons) on Persuasion checks made to change attitudes of other creatures.




Darth Erasmus is a Dark Lord during “The Rule of One.” He is quite a fun little NPC that I use. Basically think of him as a pretty boy sexual promiscuous deviant that is constantly surrounded by above attractive women of various races, many of whome he controls with his mind trick powers. Although mildly powerful in the Force he prefers to show his prowess in lightsaber combat, and look pretty while doing so.

A favored combo when you use him in combat is to engage a lightsaber wielder in a duel, and then attack or use a [lightsaber] Force power. Then when the attacker retaliates with a lightsaber attack (or someone shoots him with a blaster bolt), utilize the negate energy/Channel Energy (Force Power/talent) combo to use another [lightsaber] Force Power.

Basically he sits back and waits for opportunities to strike. He constantly utilizes an opponent’s attack to his advantage. I hope you enjoy him.




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Bale Talon CL 12
Medium Human Jedi 7/Sith apprentice 5
Destiny 2; Force 9; Dark Side 16
Init +14; Senses Perception +6
Languages Basic, Ryl, Sith
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Defenses Ref 19 (flat-footed 16), Fort 20, Will 19; Block
hp 120; Threshold 25
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Speed 6 squares
Melee lightsaber +16 (2d8+6) or
Melee lightsaber +14 (3d8+6) with Rapid Strike or
Melee lightsaber +13/+13 (2d8+9) with Double Attack or
Melee lightsaber +11/+11 (3d8+6) with Double Attack and Rapid Strike or
Melee lightsaber +8/+8/+8 (2d8+6) with Triple Attack or
Melee lightsaber +6/+6/+6 (3d8+6) with Triple Attack and Rapid Strike
Ranged by weapon +15
Base Atk +12; Grp +15
Atk Options Accelerated Strike, Double Attack, Rapid Strike, Triple Attack
Force Powers Known (Use the Force +14): dark rage, Force grip, hatred, memory
walk, mind trick, move object, negate energy, rebuke

Force Techniques Force Point Recovery (2)
________________________________________
Abilities Str 16, Dex 16, Con 15, Int 14, Wis 16, Cha 17
Talents Affliction, Block, Multiattack Proficiency (lightsabers), Power of the Dark Side,
Sith Alchemy, Swift Power, Transfer Essence
Feats Accelerated Strike, Armor Proficiency (light), Double Attack (lightsabers), Force
Sensitivity, Force Training (2), Improved Damage Threshold, Rapid Strike, Relentless Attack, Triple Attack (lightsabers), Weapon Proficiency (lightsabers, simple weapons)
Skills Initiative +14, Knowledge (life sciences) +13, Knowledge (galactic lore) +13, Use
the Force +14
Possessions lightsaber (self built), Sith amulet, Sith armor (+6 armor, +2 equipment, +2
[dark side] powers), Sith talisman


Bale Talon was a powerful Force user trained in the Jedi arts, however he has yet to live up to the code. On his first mission as a padawan the frigate in which he was aboard crash landed on an uncharted mid-rim planet, later named Savea, after pirates pulled the ship out of hyperspace. He and two others were sent out to investigate the planet’s habitat, and by chance happened upon an old temple powerful in the Force. It was here that he explored the powerful dark arts that called out to his soul. He found himself suddenly able to read the runes etched into the wall and could speak its tongue, that of the Sith. The writings said that to reach powers beyond imagination a sacrifice was necessary. Bale tricked his comrade into kneeling onto an alter before them and with diverted attention, sacrificed his body to the Dark Side of the Force. After explaining his actions to the other padawan, Galak D’ween, they both agreed to face their future, and both men have yet to look back.

Emerging from the temple with powerful Dark Side artifacts in hand both padawans sought out their master, Candrac Forwind, and both were defeated in lightsaber combat. Unable to cope with the burden of killing his two padawans, Candrac left them stranded behind on the planet as the newly repaired frigate left for space.

Both men later left Savea and furthered their teachings. Since that time Bale Talon has been the product of many Sith alchemy experiments. He has transformed his soul into other beings to get himself out of numerous problems. Bale has many clones of his original form at his home laboratory, on Savea, which he then alters to make more powerful so that he may transfer his essence into a more effective body. Among many alterations, he has tainted his genetic makeup and hardened his own natural skin. To say the least, the man looks nothing like he used to.

After facing his master several more times in battle and failing (one encounter left him needing robotic implants for his left eye, right hand and entire left arm, he has since left said body) Bale seemed eager to revert back to the Light Side of the Force. He returned with Candrac Forwind to the Jedi temple to further his Jedi training. Skeptical about the whole situation the Jedi Council secretly assigned Myka, a rare Jedi wanderer, to look after Bale on their next mission. If he was caught using the Dark Side, she was to end his life.

The year was 3,999 BBY and this mission was to explore the Onderon royal palace to investigate rumors of Dark Side activity, with a team of Jedi organized by Woi-Kaz. This was one year prior the Freedon Nadd Uprising in which the hero Ulic Qel-Droma defeated the evil King Ommin and the Dark Side champion Warb Null. Bale was selected as a member to investigate this matter by Woi-Kaz, because of his extensive knowledge of the Dark Side arts. After the first night in the palace, acting with due suspicion, Bale was finally killed unarmed in his bedroom by Myka. Apparently without a body to transfer into this time it seemed as if Bale Talon was finally destroyed in Iziz, the great palace of evil. Or so it was thought…

In the year 3,002 BBY the Onderon royal palace underwent construction, for additions as well as for repairs. The construction stirred a Dark Side spirit still resting in the chambers below, the spirit of Bale Talon. Using the Force Bale called out to several workmen, but only one was brave enough to answer the call. The worker traveled to the catacombs below searching for the beckoning voice; the man would not return the same. Bale Talon had once again acquired a new host to house his essence, that of the foolish construction worker. Since then he has acquired the body of a more suitable Jedi host, and has continued his Dark Side study unhindered.
I am Red/White

Heres my legacy campaign BBEG.

Darth Umbras
A member of Krayts Sith order Umbras has accessed Darth Banes holocron. She believes it is her destiny to restore the rule of 2. Umbras works to undermine the One Sith and is willing to work with Jedi survivors to do so. She believes the One Sith should be wiped out and the Sith should return to the shadows for the foreseeable future, letting the remnants of the Galactic Alliance, Fels Empire and the One Sith squabble over the rulership of the galaxy. She uses her spprentice Darth Blitz to eliminate any Sith whenever he has the chance to do so, leaving no survivors or setting up situations where someone else can take the blame.


Medium Umbaran Noble 1 /Jedi 6/Sith Apprentice7/Sith Lord 5
Destiny 5 Force 12 Dark Side 20
Initiative +30 Senses perception +30, low light vision,
Languages Basic, Bocce, Sith,
Defenses Ref 33 Fort 34 Will 40, immune fear
Hp 164 threshold 39
Speed 6 squares
Melee +17 lightsaber (2d4+9)
Ranged +18
Base Atk +17
Grp +18
Special Actions temptation,
Force Powers Cloak, Dark Rage, Farseeing, Fear X2, Force Grip, Force LightningX2, Force ShieldX2, Force Storm, Force Thrust, Kinetic Combat, Levitate, Lightning Burst, Mind Trick, Move ObjectX3, Negate Energy, Rebuke X2, ShatterpointX2,
Force Secrets Corrupt Power, Empower Power, Quicken Power,
Force Techniques Dominate Mind, Force Point Recovery, Improved Mind Trick
Abilities: Str 10 Dex 12 Con 14 Int 14 Wis 20 Cha 22
Talents Block, Dark Healing, Dark Healing Field, Dark Side Adept, Deflect, Force Intuition, Force Perception, Improved Dark Healing, Stolen Form (Soresu), Telekinetic Savant, Visions,
Feats Force Sensitive, Force Training X4, Improved Damage Threshold, Linguist, Pall of the Dark Side, Skill Focus Persuasion (may reroll), Skill Focus Use the Force, Skill Training Acrobatics, Strong in the Force, Weapon Proficiency (Pistols, Lightsabers, Simple,)
Skills Acrobatics +15, Deception +20, Gather Information +20, Knowledge Galactic Lore +16, Knowledge Social Sciences +16, Persuasion +25, Pilot +15, Use Computer +16 Use the Force +30*(Initiative and Perception)
Possessions Guard shoto (Jenraux Crystal +4 block), reflective mask (negates light sensitivity).
* Darth Umbras has completed the education destiny.

 Fear is the Mind Killer

 

Here is one I wrote up some time back for a campaign that never got off the ground. I need to update him though for the newer books.

Lord Grahck
The Wise and Charismatic Leader of the Order of Freedom.

Personality
He is seen in public as very wise, diplomatic, thoughtful, friendly, and respectable. To many people within political circles, Lord Grahck plays the role of Advisor or Confidant. However, when away from the public eye, Lord Grahck is a cunning, manipulative, and abusive task master. Preferring to remain amongst his followers, Lord Grahck is an excellent motivator. His followers are blindly obedient and loyal, willing to die for him.

Strategy
Lord Grahck relies heavily on the Force. He also relies heavily upon his minions. Most of his powers and abilities, if not all of them, rely upon others being nearby. Lord Grahck is always seen with a compliment of two or more priests and zealots. His knowledge of the Force is amazing by any standards, as well as extensive. This in depth and voluminous knowledge makes him unpredictable and formidable foe. However, when Lord Grahck is given little choice, he will fight with his lightsaber. Although he only knows its base use, he is capable of dishing out a lot of damage through the Force.

Philosophy
Although Grahck knows the importance of military might, he also realizes that a military conquest has failed and will fail time and time again. His personal philosophy is that true domination can only be achieved through careful manipulation and planning. Learning from Revan, Grahck believes that the first mistake Revan made was revealing his mastery of the Dark Side too early.

Malak was defeated, according to Grahck’s philosophy, because the Jedi did what Revan was doing. Revan was skilled at converting Jedi to his cause. The Jedi did the same and converted Revan, then used the converted Revan to defeat Malak. With this observation in mind, Lord Grahck found the tools and plans he needed to succeed: convert the innocent and the enemy to your cause.

Grahck also realizes that power corrupts. By giving their apprentices too much power, the Dark Lords of the past were defeated. Lord Grahck uses the psychological manipulation and religious devotion of his followers to his advantage, keeping them obedient and hungry for more knowledge, but only giving enough to whet their appetite.

History
Lord Grahck started out as an aide to one of the Cerean Council Elders. He excelled and progressed in the area of politics. He even served on the Cerean Council of Elders for a short time. On the side and in private, He studied the Force. Learning early that he could manipulate the Force, he used his people’s isolationistic habits to remain hidden from the Jedi. As his power grew, the more he desired knowledge of the Force. It wasn’t until he stumbled across a Sith Holocron made by the Dark Lord Freedon Nadd that his path to the ways of the Sith truly began.

Grahck stepped down from his seat on the Elder’s Council and left Cerea, but not for good. With the Holocron as his guide, Grahck travelled the galaxy in search of Sith secrets. Using his political ties, Grahck was able to go nearly anywhere without being hindered.

As a growing and learning Sith Apprentice with no true master to guide and teach him, Grahck made a few mistakes. However, he had been able to remain under the Jedi’s radar. When Grahck grew powerful and confident enough to teach another, he took an apprentice of his own. This apprentice would later become Grahck’s High Priest of the Order of Freedom.

History of the Order of Freedom
Lord Grahck first got the idea to develop the Order of Freedom by reading a book written by the former Dark Lord and reformed Jedi Master Revan. Intrigued by Revan’s use of influence and the Force, Lord Grahck carefully wove a web of teachings, beliefs, religious fervor, and psychological manipulation all built around the basic tenants of the Sith Code.

Placing his apprentice as the High Priest, Grahck was free to build up the Order and his reputation. It wasn’t long until Grahck and the Order of Freedom had a firm root. He started on the planet of Onderon, manipulating the already dark side taint left over by the moon of Dxun. From there, he slowly progressed across the Republic until he settled on Coruscant. With a foothold on the capital planet, Grahck started working and weaving his plans to replace the Jedi with the minions of his Order.


Lord Grahck CL15
Cerean Male, age 60, Noble 7, sith apprentice 5, sith lord 3

str: 8, dex 10, con 8, int 16, wis 22, cha 18.
Fort: 29, Reflex 31, will 38.
Damage Threshold: 29. HP: 62
Force Points: 14. DSP: 22, Destiny: corruption, Points: 15
BAB: +13, Melee: +12, Ranged: +13

Feats
Linguit, wp:pistols, wp:simple, force sensative, skill focus: Initiative, skill fcus: deception, force training, skill focus: use force, force training, wp:lightsabers, melee defence, force training, force training.

Skills (trained)
Use force +21, Deception +21, Initiative +17, gather info +16, Persuade +16, perception +18, Knowledge: Bureaucracy +15, knowledge: social sciences +15, Knowledge: Galactic Lore +15.

Skills (untrained)
Knowledge: all other types +10, mechanics +10, Pilot +7, ride +7, Treat Injury +13, Use computer +10.

Talents
Bolster ally, Inspire Confidence, Ignite Fervor, Inspire Zeal, Block, Dark Healing, Force focus, Power of the dark side, Dark Presence.

Force Techniques
Improved Sense Force, Force Point Recovery

Force Secrets
Quicken Power, Multitarget Power

Specials
Fearless, Temptation, Intuitive Initiative

Force Powers
Battle strike x2, dark rage x2, farseeing x2, force disarm x2, force grip x2, force lightning x2, force slam x2, force stun x2, force thrust x2, mind trick x2, move object x2, negate energy x2, rebuke x2, surge x2

Known Languages
Basic, Cerean, Zabrak, Durese, Bothese, Huttese.
I am Blue/White
I am Blue/White
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
I'm both orderly and rational. I value control, information, and order. I love structure and hierarchy, and will actively use whatever power or knowledge I have to maintain it. At best, I am lawful and insightful; at worst, I am bureaucratic and tyrannical.
I originally envisioned this Sith as a dark reflection of Jaden Korr.

Darth Sepulcher,
Defel Sith Lord (Jedi 5, Scoundrel 2, Sith Apprentice 2, Sith Lord 2)
Armed with Lightsaber pike.

The son of a Defel xeno-archeologist, the being who would one day become Darth Sepulcher first learned of the Sith at an early age, acting as assistant to his father on archeological digs across former Sith worlds such as Korriban and Dxun. After his father was killed on a dig (ironically enough, a freak accident, instead of being on purpose) he took the holocron his father had discovered.
While the holocron would not function for his father (who was not Force-sensitive), it activated itself in Sepulchre's hands. The gatekeeper, a Sith lord named Darth Aggrossa who had anchored his spirit to the holocron, was impressed that this alien was not only Force-sensitive, but knew how to speak and read Sith, albeit badly.

Catching the adolescent Defel at a critical state of grief and anger at an uncaring galaxy, Darth Aggrossa carefully nurtured the Defel's anger and curiosity about the Sith, allowing him access to interactive training programs and lightsaber schematics.

After he had learned everything Darth Agrossa was willing to teach him, he traveled to Ambria and hurled the holocron into Lake Natth. Darth Sepulcher travels the galaxy as an assassin for hire, quietly eliminating Jedi as he goes, even if they are not his assigned target.

(Will update with stats in a day or two, once I find them...)
The sycophants and EULA quoters aren't worth our time. 4E =/= Essentials; Essentials =/= 4E. To WotC/DDI: GO "SOON" YOURSELVES. Internet Rule #41. Needs moar Desu. No exceptions.
Darth Behemoth

Disclaimer: I'm not sure if this is 100% legal. AT lvl 12 the Ithorian Sith Lord used transfer essence to possess the body of a RAncor he ha modified with the Sith Abomination and Chrysalis beast templates. I'm uncertain of two things. If these templates stack, and which if any special traits are lost/gained upon possession. (I ruled that he lost bellow but gain all the sith appropriate physical traits of the creature) Also I would never use this in my home campaign, I just thought it was funny as hell. Oh, and I tried to figure out what damage a colossal sized lightsabre would do... Feel free to suggest something more realistic than 3d10. My logic was 2d8(med)->2d10(lrg) ->2d12(huge)->3d8(garg)->3d10(col)

He was point by 26(old with poor physical stats until he took on his new body)

And since the whole build is ridiculous I gave him the education destiny to boot.

Colossal Ithorian/Rancor jedi 3/noble 1/scoundrel 1/scout 1/soldier 1/sith apprentice 8/sith lord 5
Destiny 3; Force 17, Strong in the Force; Dark Side 24
Init +15; Senses Perception +22
Languages Basic, Ithorese
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Defenses Ref 23 (23 flat-footed), Fort 50, Will 42
hp 470; DR 24;Threshold 100
Immune fear effects
──────────────────────────────────
Speed 6 squares
Reach 4
Melee behemoth sabre +37 (3d8+48)
Ranged by weapon +17
Base Atk +17; Grp +55
Atk Options Point Blank Shot
Special Actions Equilibrium, Force Recovery
Force Powers Known (Use the Force +32) Cloak, Dark Rage, Dark Transfer, Farseeing, Fear (4), Force Grip, Force Lightning (8), Force Scream (3), Force Stun (2), Hatred (2), Levitate, Mind Trick (2), Move Object (2), Rebuke (10), Surge
Force Secrets Known Debilitating Power (Secret), Extend Power (Secret), Multitarget Power (Secret), Quicken Power (Secret)
Force Techniques Known Dominate Mind (Technique), Force Point Recovery (Technique), Improved Dark Rage (Technique), Improved Mind Trick (Technique)
──────────────────────────────────
Abilities Str 46, Dex 10, Con 44, Int 16, Wis 24, Cha 24
Special Qualities Survival Instinct, Skill Focus Knowledge (Life Sciences) if trained, Fearless, Temptation, Build Lightsaber, Fast Healing 5, Fear Aura: Any creature that starts its turn within 6 sqaures takes -2 to attack roll as well as a 1d20+18 attack versus their will which if successful moves them -1 on the condition track.
Talents Equilibrium, Force Recovery, Force Harmony, Power of the Dark Side, Dark Preservation, Transfer Essence, White Current Adept, Dark Healing, Improved Dark Healing, Dark Healing Field, Sith Alchemy, Cause Mutation, Sith Alchemy Specialist
Feats Force Readiness, Force Sensitive, Force Training (5), Linguist, Point Blank Shot, Skill Focus (Knowledge (Life Sciences), Use the Force), Strong in the Force, Weapon Proficiency (lightsabers), Weapon Proficiency (pistols), Weapon Proficiency (rifles), Weapon Proficiency (simple)
Skills Initiative +15, Knowledge (Life Sciences) +23, Perception +22, Stealth (Use the Force) +12, Treat Injury +22, Use the Force +32
Possessions behemoth sabre, black robes
Darth Behemoth

Disclaimer: I'm not sure if this is 100% legal. AT lvl 12 the Ithorian Sith Lord used transfer essence to possess the body of a RAncor he ha modified with the Sith Abomination and Chrysalis beast templates. I'm uncertain of two things. If these templates stack, and which if any special traits are lost/gained upon possession. (I ruled that he lost bellow but gain all the sith appropriate physical traits of the creature) Also I would never use this in my home campaign, I just thought it was funny as hell. Oh, and I tried to figure out what damage a colossal sized lightsabre would do... Feel free to suggest something more realistic than 3d10. My logic was 2d8(med)->2d10(lrg) ->2d12(huge)->3d8(garg)->3d10(col)

He was point by 26(old with poor physical stats until he took on his new body)

And since the whole build is ridiculous I gave him the education destiny to boot.

I don't know if this is legal either. What I do know is this is all different kinds of awesome.
Thanks Guys they all look like some awesome Dark Jedi here. Keep em Comin'

Now my next addition is more a build then an actual character as I was trying to cram as many Lightsaber Forms as possible into on character. So hence my Sith Blade Master
THE SITH BLADE MASTER CL 20

Medium jedi 7/ jedi knight 9/ sith apprentice 3/ sith lord 1

Abilities Str --, Dex --, Con --, Int --, Wis --, Cha --

Talents Block, Deflect, Redirect Shot, Weapons Specialization (lightsabers), Shii-Cho, Juyo, Vaapad, Soresu, Shien, Stolen Form (Djem So, Trakata, Niman or Ataru)

Feats Weapon Proficiency (lightsabers, simple weapons), Weapon Focus (lightsabers), Improved Rapid Strike, Force Sensitivity, Rapid Strike, Force Training, Human Bonus Feat: Skill Focus (Use the Force), Double Attack, Triple Attack, Dual Weapon Mastery I, Dual Weapon Mastery II, Dual Weapon Mastery III, Accelerated Strike

Skills Acrobatics+-- , Initiative +--, Use the Force +--

Force Powers Force Lightning

Force Techniques Force Point Recovery, +2

Possessions attuned lightsabers
THE SITH SWORDSMAN CL 20
Medium jedi 7/ jedi knight 9/ sith apprentice 3/ sith lord 1

Abilities Str --, Dex --, Con --, Int --, Wis --, Cha --

Talents Block, Deflect, Redirect Shot, Weapons Specialization (lightsabers), Multiattack Proficiency (lightsabers)x5, Stolen Form (Shii-Cho, Soresu, Trakata)

Feats Weapon Proficiency (lightsabers, simple weapons), Weapon Focus (lightsabers), Improved Rapid Strike, Force Sensitivity, Rapid Strike, Force Training, Human Bonus Feat: Skill Focus (Use the Force), Double Attack, Triple Attack, Dual Weapon Mastery I, Dual Weapon Mastery II, Dual Weapon Mastery III, Accelerated Strike

Skills Acrobatics+-- , Initiative +--, Use the Force +--

Force Powers Force Lightning

Force Techniques Force Point Recovery, +2

Possessions attuned lightsabers
Now the Sith Swordsman is a similar build as the Sith Blade Master except it focuses it's Jedi Knight talents on MAP(lightsaber) to reduce Double and Triple Attack penalty to 0.
Darth Praetor CL 20

Medium Human Jedi 7/Jedi Knight 5/Sith apprentice 3/Sith Lord 5
Force 17; Dark Side 16
Init +13; Senses Perception +18
Languages Basic, Binary, Shyriiwook

Defenses Ref 37 (flat-footed 34), Fort 37, Will 37; Block, Deflect, Niman
hp 223; Threshold 37
Immune fear effects

Speed 6 squares
Melee lightsaber +24 (2d8+15) or
Melee lightsaber +24 (2d8+18) with both hands or
Melee lightsaber +22 (3d8+18) with Rapid Strike or
Melee lightsaber +19/+19 (2d8+18) with Double Attack or
Melee lightsaber +17/+17 (3d8+18) with Double Attack and Rapid Strike
Ranged by weapon +23
Fighting Space 1 square; Reach 1 square
Base Atk +20; Grp +23
Atk Options Dark Scourge, Double Attack (lightsabers), Lightning Draw, Rapid Strike
Special Actions Channel Energy, Quick Draw, Redirect Shot, Riposte, temptation
Force Powers Known (Use The Force +23) battle strike, corruption, fear, Force grip, Force lightning, Force slam, mind trick, move object, negate energy, rebuke, surge, draw closer, fluid riposte, Makashi riposte, pushing slash, vornskr's ferocity
Force Techniques Force Point Recovery, Improved Battle Strike, Improved Sense Force
Force Secrets Corrupted Power, Devastating Power, Linked Power, Multitarget Power

Abilities Str 16, Dex 17, Con 16, Int 14, Wis 16, Cha 16
Special Qualities build lightsaber, Lightning Draw
Talents Block, Channel Energy, Dark Scourge, Dark Side Adept, Dark Side Master, Deflect, Improved Riposte, Niman, Redirect Shot, Riposte, Stolen Form, Weapon Specialization (lightsabers)
Feats Double Attack (lightsabers), Force Sensitivity, Force Training (4), Improved Defenses, Lightning Draw, Quick Draw, Rapid Strike, Skill Focus (Use the Force), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple)
Skills Acrobatics +18, Endurance +18, Knowledge (tactics) +17, Perception +18, Use the Force +23 (may reroll to activate dark side powers but must keep the result of the reroll even if worse; may reroll, spending a Force Point, to activate a dark side power and keep the better result)
Possessions lightsaber with Silverplate

This is still a work in progress, any advice on feats taken or powers taken would be of great help.
This is my apprentice... Darth Malice...

Darth Malice CL 13

Medium Human Jedi 7/Sith apprentice 6
Force 12; Dark Side 14
Init +9; Senses Perception +13
Languages Basic, Binary, Mando'a, Sith

Defenses Ref 28 (flat-footed 25), Fort 26, Will 27; Block, Deflect
hp 130; Threshold 26
Immune +5 to Fortitude and Will Defense against any Use the Force checks

Speed 6 squares
Melee double-bladed lightsaber +17 (2d8+13) or
Melee double-bladed lightsaber +17 (2d8+14) with both hands or
Melee double-bladed lightsaber +15 (2d8+14) and double-bladed lightsaber +15 (2d8+14) or
Melee unarmed +16 (1d4+7) or
Melee short sword +16 (1d6+12)
Ranged by weapon +16
Fighting Space 1 square; Reach 1 square
Base Atk +13; Grp +16
Atk Options Dual Weapon Mastery
Special Actions Juyo, Redirect Shot, Riposte
Force Powers Known (Use The Force +17) battle strike, Force slam, hatred, surge, assured strike, vornskr's ferocity
Force Techniques Improved Battle Strike, Improved Force Slam, Improved Move Light Object

Abilities Str 12, Dex 16, Con 12, Int 16, Wis 14, Cha 12
Special Qualities build lightsaber
Talents Block, Deflect, Improved Riposte, Juyo, Redirect Shot, Riposte, Stolen Form, Weapon Specialization (lightsabers)
Feats Dual Weapon Mastery I, Dual Weapon Mastery II, Force Sensitivity, Force Training (2), Skill Focus (Use the Force), Tech Specialist, Unstoppable Force, Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple)
Skills Acrobatics +14, Endurance +12, Mechanics +14, Perception +13, Pilot +14, Use the Force +17
Possessions Cortosis Weave short sword with Durasteel bonding, double-bladed lightsaber (tech specialist mod; +2 damage) with Overload switch




Raptor speeder bike CL 11

Large ground vehicle (speeder)
Init +20; Senses Perception +13

Defenses Ref 29 (flat-footed 22), Fort 15; +0 armor
hp 56; DR 5; Threshold 20

Speed 15 squares (max. velocity 937km/h)
Ranged laser cannon +13 (see below)
Fighting Space 1x1; Cover 5
Base Atk +13; Grp +23

Abilities Str 21, Dex 24, Con --, Int 16
Skills Initiative +15, Mechanics +14, Perception +13, Pilot +20

Crew 1 (Darth Malice); Passengers none
Cargo 1kg; Consumables ; Carried Craft none
Availability Licensed; Cost 10000

Laser cannon (pilot)
Atk +13; Dmg 4d8+8
BLACKHEART CL 20

Blackheart’s real name is as big of a mystery as his race, gender, or his appearance as Blackheart keeps his identity shrouded in mystery under his flowing black robes and hooded cloak. Hidden in the darkness of his cloak’s hood his face is like peering into a black hole all you see is complete darkness except for his glowing blood red eyes.

Blackheart is a Sith Swordsman who served during the great Sith-Jedi war. No one knows his past as he keeps to himself with the few times he must speak he speaks with a ghastly voice that chills listeners to their bones. Many believe that Blackheart was once a proud Jedi Knight who focused his training on lightsaber combat and was either banished from the Jedi Order with his hatred towards those who banished him leading him to the Dark Side or while serving the Jedi Order Blackhearts willingness to resort to the blade lead the Jedi Knight down a dark path which he could never return from and left the Order.

Blackheart moves with catlike prowess, reacts with lightning fast reflexes, and strikes with coldhearted precision. Blackheart is a Master of Dual Weapon combat who overwhelms his opponents with a fury of lightning quick attacks.

Blackheart is referred to by other Sith as the Blade of the Sith which worked as the Sith’s Hand, the Sith Order’s deadly assassin methodically following the orders of his Sith Masters.

Medium jedi 7/ jedi knight 9/ sith apprentice 3/ sith lord 1

Abilities Str --, Dex --, Con --, Int --, Wis --, Cha --

Talents Block, Deflect, Redirect Shot, Lightsaber Throw, Multiattack Proficiency (lightsabers)x5, Stolen Form (Shii-Cho, Soresu, Soresu)

Feats Weapon Proficiency (lightsabers, simple weapons), Quick Draw, Improved Rapid Strike, Force Sensitivity, Rapid Strike, Force Training, Human Bonus Feat: Skill Focus (Use the Force), Double Attack, Triple Attack, Dual Weapon Mastery I, Dual Weapon Mastery II, Dual Weapon Mastery III, Accelerated Strike

Skills Acrobatics+-- , Initiative +--, Use the Force +--

Force Powers Force Lightning

Force Techniques Force Point Recovery, +2

Possessions attuned lightsabers
Just posted my newest contribution Blackheart. I used the Sith Swordsman build and tweeked it a bit to come up with him or her. Will finish his or her's stats up when I have more time. So enjoy.

Thank you all for your contributions lets keep em coming. I want a thread GMs would want to reference and pick a baddie or two for their adventures or players to use to make a build for their own future Dark Jedi.

-Rogue-
Darth Tempest CL 17
"Medium Human noble 1/jedi 6/force adept 5/force disciple 2/sith apprentice 3
Force 14; Dark Side 20
Init +7; Senses low-light vision, Perception +23
Languages Basic, Zabrak, Sith, Shyriiwook, Binary, Mando'a, Huttese, Kel Dor
──────────────────────────────────
Defenses Ref 23 (22 flat-footed), Fort 36, Will 39
hp 157; Threshold 36
──────────────────────────────────
Speed 6 squares
Melee combat gloves +2 (1d10+12/19-20)
Melee combat gloves +2 (1d10+12/19-20) and combat gloves +2 (1d10+12/19-20)
Melee combat gloves +2 (1d10+12/19-20)
Ranged by weapon +14
Base Atk +13; Grp +14
Force Powers Known (Use the Force +21) Convection, Corruption (2), Dark Rage (2), Force Blast (2), Force Disarm, Force Grip (2), Force Lightning (2), Force Slam (2), Force Storm (JATM) (2), Move Object (3), Negate Energy (2), Rebuke (2), Surge (2)
Force Secrets Known Multitarget Power
Force Techniques Known Force Point Recovery, Improved Force Lightning, Improved Move Light Object
──────────────────────────────────
Abilities Str 12, Dex 12, Con 14, Int 16, Wis 20, Cha 16
Special Qualities Bonus Trained Skill, Bonus Feat , Indomitable, Prophet
Talents Telekinetic Power, Telekinetic Savant, Telekinetic Prodigy (move object), Channel Energy, Force Focus, Power of the Dark Side, Swift Power, Unreadable, Dark Healing, Improved Dark Healing
Feats Force Sensitive, Force Training (4), Improved Defenses, Linguist, Martial Arts I, Martial Arts II, Martial Arts III, Skill Focus (Use the Force), Weapon Proficiency (pistols), Weapon Proficiency (simple)
Skills Acrobatics +12, Deception +16, Endurance +13, Knowledge (Tactics) +16, Mechanics +16, Perception +23, Persuasion +16, Treat Injury +18, Use Computer +16, Use the Force +21
Possessions combat gloves, combat gloves, light dark armor (Tech Specialist: ProtectiveArmor, Integrated equipment, 5 slots, Helmet Package, superior, Integrated Equipment: cortosis gauntlet, aural amplifier, neural band, helmet package, utility belt (miniaturized))"
Here's my dark lord... :D

IMAGE(http://i725.photobucket.com/albums/ww253/ivinesj/KushibanSithLord.jpg)

Weak in the body, strong in the Force


at the beginning of his career:

Darth Nerd CL 3

Medium Yarkora Jedi 1/soldier 2
Dark Side 16
Init +6; Senses Perception +9
Languages Basic, Binary, Huttese, Yarkora

Defenses Ref 19 (flat-footed 19), Fort 19, Will 17
hp 44; Threshold 19

Speed 4 squares
Melee long-handle lightsaber +3 (2d8+1) or
Melee long-handle lightsaber +3 (2d10+1) with both hands
Ranged by weapon +3
Fighting Space 1 square; Reach 1 square
Base Atk +3; Grp +3
Special Actions confusion
Force Powers Known (Use The Force +14) mind trick, move object, rebuke, vital transfer

Abilities Str 10, Dex 10, Con 10, Int 14, Wis 16, Cha 17
Special Qualities deceptive
Talents Armored Defense, Transfer Essence
Feats Armor Proficiency (light, medium), Force Sensitivity, Force Training, Skill Focus (Use the Force), Weapon Proficiency (lightsabers, pistols, rifles, simple)
Skills Deception +4 (may reroll but must keep the result of the reroll even if worse), Initiative +6, Perception +9, Pilot +6, Use Computer +8, Use the Force +14
Possessions dark armor (+8 armor, +4 equipment; tech specialist mod: +1 reflex defense) with Armorplast and Vacuum Seals, Improved, long-handle lightsaber

later on:
Darth Nerd CL 8

Medium Yarkora (middle aged) Jedi 1/soldier 6/Sith apprentice 1
Dark Side 19
Init -2; Senses Perception +13
Languages Basic, Binary, Huttese, Yarkora

Defenses Ref 24 (flat-footed 24), Fort 21, Will 24
hp 71; DR 10; Threshold 21
Immune +5 to Fortitude and Will Defense against any Use the Force checks

Speed 4 squares
Melee long-handle lightsaber +8 (2d8+3) or
Melee long-handle lightsaber +8 (2d10+3) with both hands
Ranged by weapon +7
Fighting Space 1 square; Reach 1 square
Base Atk +8; Grp +7
Atk Options Brink of Death
Special Actions confusion
Force Powers Known (Use The Force +19) Force lightning, mind trick, move object, rebuke, vital transfer

Abilities Str 9, Dex 9, Con 9, Int 15, Wis 19, Cha 20
Special Qualities build lightsaber, deceptive
Talents Armored Defense, Improved Armor Defense, Juggernaut, Transfer Essence
Feats Armor Proficiency (heavy, light, medium), Brink of Death, Force Sensitivity, Force Training, Skill Focus (Use the Force), Unstoppable Force, Weapon Proficiency (lightsabers, pistols, rifles, simple)
Skills Acrobatics -7, Climb -7, Deception +9 (may reroll but must keep the result of the reroll even if worse), Endurance -7, Initiative -2, Jump -7, Perception +13, Pilot +8, Stealth -7, Swim -7, Use Computer +11, Use the Force +19
Possessions long-handle lightsaber, orbalisk armor (+10 armor, +2 equipment)

Finally:
Darth Nerd CL 13

Medium Yarkora (old) Jedi 1/soldier 6/Sith apprentice 5/Sith Lord 1
Dark Side 21
Init -1; Senses Perception +16
Languages Basic, Binary, Gamorrean, Huttese, Yarkora

Defenses Ref 31 (flat-footed 31), Fort 26, Will 31
hp 88; DR 10; Threshold 26
Immune fear effects, +5 to Fortitude and Will Defense against any Use the Force checks

Speed 0 squares
Melee long-handle lightsaber +11 (2d8+4) or
Melee long-handle lightsaber +11 (2d10+4) with both hands
Ranged by weapon +11
Fighting Space 1 square; Reach 1 square
Base Atk +13; Grp +11
Atk Options Brink of Death
Special Actions confusion, Folded Space Mastery, temptation
Force Powers Known (Use The Force +22) battle strike, dark rage, fold space, Force lightning (2), mind trick, move object (2), rebuke (3), vital transfer
Force Techniques Force Point Recovery, Improved Dark Rage

Abilities Str 7, Dex 7, Con 7, Int 16, Wis 21, Cha 22
Special Qualities build lightsaber, deceptive
Talents Armored Defense, Folded Space Mastery, Improved Armor Defense, Juggernaut, Transfer Essence
Feats Armor Proficiency (heavy, light, medium), Brink of Death, Force Sensitivity, Force Training (2), Grand Army of the Republic Training, Skill Focus (Use the Force), Unstoppable Force, Weapon Proficiency (lightsabers, pistols, rifles, simple)
Skills Acrobatics -6, Climb -6, Deception +12 (may reroll but must keep the result of the reroll even if worse), Endurance -6, Initiative -1, Jump -6, Perception +16, Pilot +9, Stealth -6, Swim -6, Treat Injury +16, Use Computer +14, Use the Force +22
Possessions long-handle lightsaber, orbalisk armor (+10 armor, +2 equipment)


The Goal:
Darth Nerd CL 20

Medium Yarkora (venerable) Jedi 1/soldier 6/Sith apprentice 8/Sith Lord 5
Dark Side 21
Init +2; Senses Perception +22
Languages Basic, Binary, Gamorrean, Huttese, Yarkora; language absorption

Defenses Ref 38 (flat-footed 38), Fort 32, Will 40
hp 103; DR 10; Threshold 32
Immune fear effects, +5 to Fortitude and Will Defense against any Use the Force checks

Speed 0 squares
Melee long-handle lightsaber +18 (2d8+7) or
Melee long-handle lightsaber +18 (2d10+7) with both hands
Ranged by weapon +17
Fighting Space 1 square; Reach 1 square
Base Atk +20; Grp +17
Atk Options Brink of Death
Special Actions confusion, Dark Healing Field, Folded Space Mastery, Improved Dark Healing, temptation
Force Powers Known (Use The Force +27) battle strike, dark rage, fold space, Force grip (2), Force lightning (3), Force slam, hatred, levitate (2), lightning burst, mind trick, move object (3), phase, rebuke (3), sever Force, shatterpoint, vital transfer
Force Regimens Known (Use The Force +27) Awaken Force Sensitivity, Eyes of the Force, Oxygen Bottle, Quiet the Mind, Telekinetic Practice, Sparring Practice, Training Remote, Vo'ren's First Cadence
Force Techniques Force Point Recovery, Improved Dark Rage, Improved Shatterpoint, Language Absorption
Force Secrets Corrupted Power, Debilitating Power, Holocron Loremaster, Quicken Power

Abilities Str 4, Dex 4, Con 4, Int 17, Wis 24, Cha 25
Special Qualities build lightsaber, deceptive
Talents Armored Defense, Dark Healing, Dark Healing Field, Folded Space Mastery, Improved Armor Defense, Improved Dark Healing, Juggernaut, Transfer Essence
Feats Armor Proficiency (heavy, light, medium), Brink of Death, Force Regimen Mastery, Force Sensitivity, Force Training (3), Grand Army of the Republic Training, Skill Focus (Use the Force), Unstoppable Force, Weapon Proficiency (lightsabers, pistols, rifles, simple)
Skills Acrobatics -3, Climb -3, Deception +17 (may reroll but must keep the result of the reroll even if worse), Endurance -3, Initiative +2, Jump -3, Perception +22, Pilot +12, Stealth -3, Swim -3, Treat Injury +22, Use Computer +18, Use the Force +27
Possessions long-handle lightsaber, orbalisk armor (+10 armor, +2 equipment)


The "vehicle": (have to ad the crysalis beast template...)
Vehicle CL 1

Medium Wookiee scout 1
Init +6; Senses Perception +5
Languages Basic (understand only), Binary, Shyriiwook

Defenses Ref 14 (flat-footed 13), Fort 15, Will 11; Evasion
hp 27; Threshold 15

Speed 6 squares
Melee by weapon +4
Ranged by weapon +1
Fighting Space 1 square; Reach 1 square
Base Atk +0; Grp +4
Special Actions Controlled Rage, rage 1/day, Shake it Off

Abilities Str 18, Dex 12, Con 16, Int 12, Wis 10, Cha 8
Special Qualities expert climber, intimidating
Talents Evasion
Feats Controlled Rage, Shake it Off, Weapon Proficiency (pistols, rifles, simple)
Skills Climb +9 (may take 10 even when distracted or threatened), Endurance +8, Initiative +6, Jump +4 (may take 10 even when distracted or threatened), Perception +5, Persuasion -1 (may reroll to intimidate others but must keep the result of the reroll even if worse), Stealth +6, Survival +5

The unkillable Sith Lord. Inspired by Darth Sion from Kotor 2, not the write up in the Kotor Book.  Feeorin can second wind while unconcious, so a lot of extra second wind feats.  Also, unstoppable combatant lets you use more than one second wind an encounter.  Also, Force recovery enhances second wind.


Darth Serrek                CL 19

Medium Feeorin Jedi 4/soldier 9/Sith apprentice 5/Sith Lord 1
Destiny 12; Force 15; Dark Side 8
Init +8; Senses low-light vision; Use the Force +13
Languages Basic, Feeorin

Defenses Ref 35 (flat-footed 35), Fort 47, Will 31; Block, Deflect
hp 362; SR 30; Threshold 47
Immune fear effects

Speed  4 squares
Melee great lightsaber +25 (2d10+16) or
Melee great lightsaber +25 (2d10+22) with both hands or
Melee great lightsaber +20/+20 (2d10+22) with Double Attack
Ranged  by weapon +18
Fighting Space 1 square; Reach 1 square
Base Atk +19; Grp +25
Atk Options brutal, Double Attack (lightsabers), Droid Hunter, Power Attack, Unrelenting Assault
Special Actions Attune Armor, Dark Healing Field, Equilibrium, Force Recovery, Gauge Force Potential, Improved Dark Healing, Shake it Off, temptation, Tough as Nails
Force Powers Known (Use The Force +13) dark rage (may take 10 even when distracted or threatened)
Force Techniques Force Power Mastery (dark rage), Improved Dark Rage

Abilities Str 23, Dex 8, Con 25, Int 8, Wis 8, Cha 8
Special Qualities build lightsaber
Talents Armored Defense, Attune Armor, Block, Dark Healing, Dark Healing Field, Deflect, Equilibrium, Force Perception, Force Pilot, Force Recovery, Gauge Force Potential, Improved Armor Defense, Improved Dark Healing, Melee Smash, Tough as Nails, Unrelenting Assault
Feats Armor Proficiency (heavy, light, medium), Double Attack (lightsabers), Unstoppable Combatant, Extra Second Wind (5), Force Sensitivity, Force Training, Power Attack, Shake it Off, Toughness, Unleashed, Weapon Proficiency (lightsabers, pistols, rifles, simple)
Skills Endurance +21, Perception +8 (may Use the Force +13 instead), Pilot +8 (may Use the Force +13 instead), Use the Force +13
Possessions great lightsaber, heavy dark armor (+8 armor, +6 equipment) with Powered Exoskeleton, heavy energy shields (SR 30)

Kal’thus Mellero



Medium  Male Human  Jedi 7/ Sith Apprentice 1




Force 6   Dark Side 17


Init +12  Senses Perception +7


Languages Basic, Sith, Bocce, Binary, Sulust


Defenses  Ref 21 (Flat-Footed 18) Fort 19 Will 21


HP 98  Damage Threshold 19


Speed 6 sq.




Melee Lightsaber +12 (2d8+4/x2) or


Melee Lightsaber +7/+7 (2d8+4/x2) with Double Attack


Base Atk +8  Grp +8


Attack Options Double Attack


Special Actions  Master Negotiator, Motion of the Future


Abilities  Str 11 Dex 16 Con 12 Int 17 Wis 17 Cha 18


Force Powers Known   Farseeing x8,  Fear x3,  Force Scream x3,  Memory Walk x3


Talents  Adept Negotiator, Force Fortification, Force Persuasion, Master Negotiator, Motion of the Force


Feats  Force Sensitivity, Force Training x4, Skill Focus (Use the Force), Weapon Finesse, Weapon Proficiency (lightsabers, simple weapons)


Skills Initiative +12, Knowledge (Galactic Lore) +12, Knowledge (Bureaucracy) +12, Pilot +12, Use the Force +18


Possesions: Lightsaber (self-built, red blade), Sith Robes, comlink (incrypted, long range)


 


 


Main tactic for this NPC starts off with Master Negotiator to get PC's down to -4 CT. From there, Kal'thus enters melee simply to toy with his adversary while taunting them to give in to thier anger and hate. For the enemies that are more able to overcome CT debuff, Kal'thus uses his force powers to reduce the PC's to various single actions. If the MN and action reductions still isnt good enough, Kal'thus can expend Farseeings to make them reroll those pesky nat 20's ;P


Darth Eternus
Medium Shard noble 2/Jedi 5/Sith apprentice 5/Sith Lord 4                     CL 16
Destiny 2; Force 10; Dark Side 16
Init +15; Senses low-light vision; Perception +18
Languages Basic, Binary, Bothese, High Galactic, Huttese, Sith
Defenses Ref 31 (flat-footed 29), Fort 30, Will 32; Block, Deflect
hp 115; Threshold 30;
Immune droid traits, fear effects
Speed 6 squares
Melee lightsaber +18 (2d8+12)
Base Atk +15; Grp +17
Force Powers Known (Use the Force +19): dark rage, farseeing, Force grip, Force lightning, Force
       slam, Force stun, mind trick (3), move object, rebuke, surge
Force Secrets Devastating Power, Multitarget Power, Quicken Power
Force Techniques Force Point Recovery (2)
Special Actions temptation
Abilities Str 13, Dex 14, Con 12, Int 17, Wis 16, Cha 16
Special Qualities fearless, temptation
Talents Block, Damage Reduction 10, Dark Side Adept, Deflect, Force Focus, Power of the
       Dark Side, Sith Alchemy, Swift Power, Weapon Specialization (lightsabers)
Feats Force Sensitivity, Force Training (3), Linguist, Skill Focus (Mechanics), Skill Focus (Use
       the Force), Superior Tech (droids), Tech Specialist, Weapon Focus
       (lightsabers), Weapon Proficiency (lightsabers, pistols, simple weapons)
Skills Acrobatics +15, Deception +16, Initiative +15, Knowledge (galactic lore) +16,
       Mechanics + 21, Perception +18, Persuasion +16, Use Computer + 16, Use the Force +19
Systems 2 hand appendages, armor, communication devices, internal storage (10kg), translator  
       unit (DC 5), sensors
Possessions lightsaber (self-built), Sith robes, utility belt with encrypted comlink, subelectronic
       converter



Biography
Zadren was  once a Shard on planet Orax. Unlike some other crystals, he wished and hoped for a life of anything less than mundane. Over the years his friends made fun of him, and told him that he wouldn't do anything but continue to be what he was. Years passed and then centuries, yet Zadren still remained somewhat optimistic, although he grew slightly dark. He had learned to control his Force powers that had manifested, but his mind sank further and further toward the darkness that ate away at him day after day.

One day a ship crash landed on Orax, and Zadren took his opportunity to leave. He called out to the pilot through the Force as he was repairing his ship. The pilot could feel something pulling him away, so he began to explore the world. He felt drawn to a cluster of brightly glowing crystals, and picked the prettiest one he saw, Zadren. Zadren laughed at his former friends, now enemies from the centuries of torture, and vowed that he would come back one day to prove his worth. His enemies continued to laugh at the Shard, knowing that he wouldn't come back and thinking that he would wind up forgotten somewhere alone. They were wrong.

When the pilot got back to his ship he set  Zadren next to his wardroid. Curious Zadren called out once again to the man and begged him to place him inside. Once inside Zadren felt a rush of power and found out he could control the driod, as well as access it's memory. He then killed the pilot and made his way back to his former colony in the droid. Once there he collected all of his enemies and placed them in a durasteel container.

He soon left the world in order to seek formal training to further his powers. The Sith welcomed him with open arms and taught him their ways. After years of training it was finally time to build Zadren's own lightsaber so that he might become a true Sith. Fueled by revenge and hatred Zadren knew just the crystals he needed to complete his weapon of death.

That was many years ago. Today Zadren is a Dark Lord of the Sith named Darth Eternus, and he now inhabits a more sinister droid, which he custom made. He is darker and filed with even more hatred, enough so that no other Sith dare to challenge him in combat. Because they know that just as the battle is about to begin, Lord Eternus will smile a most sadistic grin as he activates his lightsaber and hears his enemies telepathically cry out to him in pain.

I am Red/White

This is a character I made for a Legacy game that never got off the ground...I still hope to play him in the future.  (I have leveled him to 20 since I always plan my characters in advance) The Sith Apprentice from Jedi Academy is exactly like he looks.  Note: My groups never power game to the level I see on these boards, one shot CT snipers, Gen-dai gods, etc,  so I have the luxury of making a character based on concept rather than neccessity...not that I'm putting anyone down, I'm just explaining my situation...all that matters is you're having fun. Then again...Atropos is looking more and more like a god...equilibrium+channel vitality+negate energy+channel energy.  
I have posted this character before...but I love him more and more.
 edit:  replaced attune weapon with channel vitality and dark preservation with equilibrium.  this helps make Atropos a stronger force wizard who spends alot of downtime with force experiments
edit: I just realized with force points at will I can just use them to get an unlimited supply of Force powers in a battle...SICK!  channel vitality FTW!
edit: added recall over stolen form (djem-so) takes Atropos further into the force wizard build which is where I wanted him originally...he still has a few melee tricks but mostly he just uses his force mastery to make you cry.
edit: technically zardnaar I posted this in another thread I started so I'm gonna have to claim head "Darth" status for destroying krayt's one sith.  Tongue out  I will allow you to kill your apprentice and serve me.   
@ravingdork...I love that pic!  I had an idea for an evil kushiban force user to manipulate a royal princess and work on her family having "accident's" until she was on the throne.  consider that pic stolen for my personal use...and thanks.

Jae'l Vansic  (Darth Atropos)
Medium Human Scout 2/Jedi 6/Force Adept 3/Force Disciple 2/Sith Apprentice 4/Sith lord 3
Destiny 1; (see below) Force 17; Dark side 20
Init +18; Senses Use the Force +24
Languages Basic, Bocce, Sith
Defenses Ref 36 (flat-footed 33), Fort 39, Will 41; Block, Vehicular combat
hp 147; Threshhold 39
Immune fear effects, mind effects
speed 6 squares
melee lightsabre +21 (2d8+12/x3)
melee lightsabre +19 (3d8+12/x3) with rapid strike
ranged by weapon +20
Base atk +17 Grp +20
Atk Options Rapid strike
Special Actions Temptation, Transfer Essence, Djem-so, Sith Alchemy, equilibrium
Force Powers Known (Use the Force +29): dark rage, memory walk, move object (2), mind trick, surge, force storm(FU), mind shard, fear, negate energy (3), cloak, intercept, tempered aggression, farseeing, force lightning (2), fluid riposte, rebuke (2), force grip, vornskyr's ferocity, hatred.
Force Secrets Quicken power, Multitarget power, Debilitating power
Force Techniques Force Point Recovery, Improved Dark Rage, Dominate Mind
Abilities Str 12, Dex 16, Con 12, Int 15, Wis 20, Cha 18
Talents Armored Defense, Block, Force Pilot, Illusion, equilibrium, Transfer Essence, recall,           Sith Alchemy, channel vitality, mind probe, channel energy
Feats Armor Prof:Light, Force Sensitive, Force Training (4), Skill Focus (Use the Force, persuasion), Weapon Finesse, Pall of the Dark Side, WP (simple, Lightsabre), Shake It Off, Vehicular Combat, , Rapid Strike, Triple Crit
Skills Endurance +16, Gather Info +19, Initiative +18, Knowledge (Galactic Lore) +17, Knowledge (Tactics) +17, Mechanics +17, Persuasion +24, Use the Force +29
Possessions Lightsabre (self-built, dual-phase; yellow blade standard +1 to hit, red blade is +2 to hit but only versus people with lightsabres), Sith Dark Armor:light (superior tech mod to Fort Def), comlink (encrypted), Sith Amulet, Sith Talisman (both from Sith Alchemy tree in JATM), Harbinger (modified Tie Advancedx1)


Darth Atropos has fulfilled the Corruption, Champion, and Education destinies.
(Note. Atropos has retrained wp:pistols into Ap:light)


Jae'l only has one destiny point because of house rules.  Everyone has one DP and it requires  roleplaying to regain after spending it.  We also use the rebellion guide's background which is why Atropos has persuasion, he has the politician background, his father taught him how to manipulate people. 
Darth Atropos is built to be a Force wizard. Transfer Essence makes him virtually immortal.  Pall of the Dark side is a "RAW" reason why the party doesn't notice my DSP are equal to my wisdom... It's up to me to not give them reason to believe otherwise. 
I chose the Darth name because Atropos is the oldest of the three fates from greek legend, "It was Atropos who chose the mechanism of death and ended the life of each mortal by cutting their thread with her "abhorred shears". Atropos had also found an ancient manuscript on a forgotten world, which detailed many dark side secrets the greatest of which was the secret of transferring his essence into someone/thing else so that he would never die.
Jae'l Vansic grew up in a political house in the Imperial remnant (his political background).  When he was 15 a rival hired mercenaries to kill his family, Jae'l was sold into slavery instead of dying with his father and mother on vacation.  Jae'l eventually earned his freedom by racing tie fighters through dangerous obstacle courses, and joined up with the captain of the Early Dawn, who was  looking for someone who could handle the dangers of mapping new hyperspace routes.
After a particularly bad route, jae'l was forced to land on a nearby planet while repairs were done.
While working he kept hearing whispers and finally went to seek out the voice.  Eventually he came to a small opening in the cliff, inside he found what appeared to be temple ruins.  The voice was stronger now and he could feel something pulling him towards the back of the temple, where he found a passageway deeper into the ruins.  Jae'l followed the passage and went down some stairs into a dark, dry room at the bottom.  As he looked around a voice spoke clearly in his head "It has been a long time since a mortal has tread my hallowed halls.
Tell me, are you Hem'bod"?  Jae'l looked around for the voice even as he realized it was in his head, "Hem'bod?  No I am Jae'l Vansic son of Cael'ed. Show yourself"! The spirit voice chuckled, " Where I am is of no importance, what I have to offer is the true question, and the answer is immortality.  I sensed what little power you have Jae'l son of Cael'ed, and I offer you a bargain,  merge with me and you will discover the boundless depths of the Mosh'ak".  Mosh'ak? jae'l replied.  "Yes little one, Mosh'ak is the power of all, all contribute to it but few like us can take from it.  We who form order from the chaos of Mosh'ak are the true rulers of this world, free to rule the lesser people as we see fit.  Once I was a mighty Vuhol of the gu'voc tribe, I ruled a mighty empire, subjecting all the known lands to my whim. I can sense your desire, it burns bright in Mosh'ak.  Join me son of Cael'ed and together we can rule this world again"!  Jae'l thought for a moment and replied "I have chosen to join you, but only as an equal".  "Of course" the voice said, "You have merely to pick up my book which lies just inside this doorway".  Jae'l could noow see a faint outline of a doorway in the direction of the voice. Cautiously he moved towards the doorway and looked inside.  Jae'l saw a large room which had obviously been the host to an intense fire a long time ago. 
He saw at his feet a blackened skeleton clutching  a soot covered book, reaching down he grasped the tome and lifted to up.  To his surprise it was completely intact. Opening it showed a crawling script he couldn't read. "It is the language of my forefathers, the Sky Gods.  They came one day many years ago and brought us knowledge of Mosh'ak and showed us the true role of a vuhol, that of God-King. They taught my ancestors all they knew...which included a technique for claiming a suitable vessel for our spirits"! Suddenly Jae'l reeled as if from a physical attack, his mind racing with images of people being herded into slave pens, armies of warped men conquering all before them, and over it all was a cruel looking man with purple lightning dancing over his arms.  The mans eyes turned toward Jae'l, eyes of an unnatural yellow, piercing deep into Jae'l, "Thank you little fool. I have waited millennia for a vessel to come and release me from this prison".  Suddenly the man flew at jae'l, instictually he raised his hands to ward the demon off...and found himself lying on the floor of the burned room again.
Confused, Jae'l looked around and saw nothing out of the ordinary except the book had landed open to a page with an illustration of the man in the vision, an image that was now looking at him with intense hate.  "How did you resist me"? It snarled.  Jae'l looked at the image as he realized what had happened, "You are too weak"! "Your millennia in the book has reduced you to a ghost.  One not even capable of defeating a child"!  Jae'l laughed as the spirit raged around him.  Still laughing he removed his shirt and wrapped the book inside it.  Jae'l smiled to himself and walked into the light of the planets midmorning, bright, after the darkness of the ruins, Jae'l felt reborn as he made his way back to the Early Dawn, the book pulsing with power as the spirit of Vuhol Me'shad raged impotently inside.
Jae'l studied the book, growing ever more adept at rebuffing Me'shad's attempts to possess him, and improving his martial abilites as well as his Force ability, eventually finding a former jedi willing to instruct him in some of their art (he takes block at 7th level). After many years he obtains a complete set of Palpatines 3 books, the Book of Anger, the Weakness of Inferiors, and the Creation of Monsters, which give him his true path of returning the Sith to the Rule of Two. These are now his most prized possessions along with his Vuhol manuscript, so named for it's creator Vuhol Me'shad, who still exists in the book, and led him down the true path.  Atropos is disgusted by Krayts "One Sith" and is determined to destroy this abomination and return the galaxy to true Sith rule.


 


Biography
Zadren was  once a Shard on planet Orax.




What a great character!  I'm totally using him somehow...someday...
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This is a build i did for a villian that harrows the group and always seems to be at their heels for the majority of the campaing. He is the Apprentice to a master i have yet come up with.

Darth Terminus                                                               CL 16


Medium Human Jedi 4/scout 3/soldier 1/bounty hunter 5/Sith apprentice 3
Dark Side 18
Init +15; Senses Perception +17
Languages Basic, Huttese, Sith


Defenses Ref 32 (flat-footed 30), Fort 33, Will 32; Block
hp 151; second wind +10/20; Threshold 33
Immune +5 to Fortitude and Will Defense against any Use the Force checks


Speed  6 squares, Running Attack
Melee lightsaber +16 (2d8+9/x3) or
Melee lightsaber +16 (2d8+10/x3) with both hands or
Melee lightsaber +14 (3d8+10/x3) with Rapid Strike or
Melee lightsaber +15/+15 (2d8+10/x3) with Double Attack or
Melee lightsaber +13/+13 (3d8+10/x3) with Double Attack and Rapid Strike
Ranged  by weapon +17
Base Atk +15; Grp +17
Atk Options Accelerated Strike, Double Attack (lightsabers), Rapid Strike, Triple Crit (Lightsaber)
Special Actions Lightsaber Evasion, Lightsaber Throw
Force Powers Known (Use The Force +22) cloak, Force lightning (2), mind trick, move object, negate energy, rebuke (3), repulse
Force Techniques Force Point Recovery 


Abilities Str 12, Dex 15, Con 12, Int 14, Wis 18, Cha 18
Special Qualities build lightsaber, familiar foe +2, Jedi Hunter
Talents Acute Senses, Armored Defense, Block, Improved Initiative, Jedi Hunter, Lightsaber Evasion, Lightsaber Throw, Multiattack Proficiency (lightsabers) (2), Signature Item
Feats Accelerated Strike, Armor Proficiency (light), Double Attack (lightsabers), Force Sensitivity, Force Training (2), Rapid Strike, Running Attack, Skill Focus (Use the Force), Triple Crit (Lightsaber), Unstoppable Force, Weapon Proficiency (lightsabers, pistols, rifles, simple)

Primary Skills Acrobatics +15, Endurance +14, Initiative +15 (may reroll but must keep the result of the reroll even if worse), Knowledge (tactics) +15, Perception +17 (may reroll but must keep the result of the reroll even if worse), Stealth +25, Survival +17, Use the Force +22


Secondary Skills Climb +9, Deception +12, Gather Information +12, Jump +9, Knowledge (bureaucracy) +10, Knowledge (galactic lore) +10, Knowledge (life sciences) +10, Knowledge (physical sciences) +10, Knowledge (social sciences) +10, Knowledge (technology) +10, Mechanics +10, Persuasion +12, Pilot +10, Ride +10, Swim +9, Treat Injury +12, Use Computer +10


Possessions light battle armor (+5 armor, +4 equipment; tech specialist mod: +2 Fortitude Defense) with shadowskin, reflec, lightsaber


 



Darth Caligillus                                                                     CL 14
Small Ewok Jedi 7/Sith apprentice 5/Sith Lord 2
Destiny 2; Force 7; Dark Side 17
Init +15; Senses Perception +10
Languages Basic, Ewokese, Sith
--------------------------------------------------------------------------------------------------------
Defenses
Ref 28 (flat-footed 25), Fort 26, Will 27
hp 136; Threshold 26
Immune fear effects
--------------------------------------------------------------------------------------------------------
Speed
4 squares
Melee long-handle lightsaber +20 (2d8+12) or
Melee long-handle lightsaber +18 (2d8+12) and
        lightsaber handle +18 (1d6+12) with Long Haft Strike and DWM
Base Atk +14; Grp +17
Force Powers Known (Use the Force +15): assured strike, dark rage, hawk-bat swoop,
        rebuke, saber swarm, swift flank, tempered aggression, vornskr’s ferocity
Force Secrets Devastating Power
Force Techniques Force Point Recovery, Improved Sense Force
--------------------------------------------------------------------------------------------------------
Abilities
Str 10, Dex 16, Con 14, Int 14, Wis 17, Cha 17
Special Qualities build lightsaber, scent, temptation
Talents Block, Deflect, Power of the Dark Side, Sith Alchemy, Stolen Form (Ataru, Juyo, Vaapad), 
        Weapon Specialization (lightsabers)
Feats Dual Weapon Mastery I, Dual Weapon Mastery II, Force Sensitivity, Force 
        Training (2), Long Haft Strike, Melee Defense, Weapon Focus (lightsabers),
        Weapon Finesse, Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics +15, Knowledge (galactic lore) +14, Initiative +15, Use the Force +15
Possessions long-handle lightsaber (self-built), Sith robes, various personal belongings




Biography
Darth Caligillus (Taken from two Latin words, meaning hair [capillus] and dark [caligineus]) began his training shortly after exploring the ruins of a strange meteor shower one day. Upon his approach he saw what appeared to be a material he never seen before, and inside it housed fascinating items. Years later he came to know that the material was remnants of second Death star explosion during the Battle of Endor.


Inside the wreckage he found the Sith holocron of Darth Sidious. The Dark Lord trained the ewok now known as Darth Caligillus as his apprentice. After years of training Darth Caligillus is now looking for a Sith apprentice himself.


By all appearances Darth Caligillus looks and acts like a normal ewok. He even has a traveling stick which he takes with him everywhere (which doubles as his lightsaber). Through this unlikely ewok, the Sith Rule of Two continues to this day.


I am Red/White

Dude...another awesome idea...wreckage from the Death Star!  I love it!

But that name...I can't stop thinking Caligula...
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But that name...I can't stop thinking Caligula...

Well caligula doesn't exactly summon up the image of morality and decency so i don't think that's necesarilly a bad thing :p
True enough...but for oldheads like me, it conjures up the old Tinto Brass / Bob Guccione film of the late '70s...who'd've thought Peter O'Toole and hardcore p0rnography would go together?
FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
True enough...but for oldheads like me, it conjures up the old Tinto Brass / Bob Guccione film of the late '70s...who'd've thought Peter O'Toole and hardcore p0rnography would go together?



LOL! Then come up with another name for him in our game! Tongue out
I am Red/White

True enough...but for oldheads like me, it conjures up the old Tinto Brass / Bob Guccione film of the late '70s...who'd've thought Peter O'Toole and hardcore p0rnography would go together?



LOL! Then come up with another name for him in our game!



Well...what name I'd recommend might depend on who gives him the name...does the holographic holocron keeper, or does the Ewok himself choose it?  Either way, I might want to go with something that has roughly the sound of the phonetics of Ewok speech, but could also pass for an arcane Sith word.  Darth Hispid might work.  The word "hispid" sounds like something an Ewok could enunciate fairly easily, and actually refers to animals or plants that have stiff or coarse hairs or bristles.  Darth Lanatus might be more difficult for an Ewok to wrap his tongue around, but the word "lanate" refers to something covered with dense, cottony hairs or hairlike filiments.  In other words, these are high-falutin' synonyms for "furry."  Same with Darth Cirrose and Darth Pilose.

Darth Ferine might work..."ferine" means "wild and menacing," as in feral.

To go a different route, "Mabangis" means "feral" in Filipino.  That's a good earthy sound for a Ewok Sith name: Darth Mabangis.  "Salvaxis" is the Galician word for feral, and "Slavag" is the Maltese word, and they work just as well.

Similarly, karvane (or karune), mabalahibo, szoros, berbulu, and kurklu are the Estonian, Filipino, Hungarian, Indonesian/Malay, and Turkish words for "furry," respectively.  And "pasu" means "animal" in Sanskrit.  Any of these work well for a Darth name without evoking images of Malcolm McDowell doing unspeakable things with his whipped-cream-covered fist.


FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
LOL- you are too much Rob!
Brought this over from my gamers post. It is a KotOR era game. This is the format we use for vassal RPG.

erdana, Helvetica, Arial, sans-serif; font-size:13px">Lt. Gen Orco Lonestar / Darth Tromedlov
Age 17 Duros Jedi (7) Sith Apprentice (1) HT: 1.8m Wt: 65 KG
STR 10 DEX 19 Con 10 INT 14 Wis 14 CHA 15
Fort Def: 20 Ref Def: 24/ 25 with LS ignited Will Def: 22/24 with LS ignited
HP=78 Threshold: 20
Speed: 6 Init: 13 Precpt: 6 Base Attk: 8 Force Points: 10 Destiny Points: 6
Dark Side Score: 14
Equipment: Utility Belt Power Pack, 3 days of food rations,  tool Kit, Med Pack, Energy Cell, Glow Rod, Com Link, Liquid Cable Disp W/ hook, 3 extra pouches, 10 extra ration packs in 2 of the pouches, Binder Cuffs ( end of belt), Credit chip w/ 14,350, 1 Red Lightsaber, 1 Blue lightsaber Self Built with Kasha Crystal, Xelos Light Saber, and Spirit Crysta,l Sith Assassin Uniform,  Stealth Sheild Generator
Feats: Force Sensitivity, Force Trainingx2, WP Simple, WP LS, Acrobatic Strike, Weapon Finesse, SF: UTF, Running attack Trained skills Acrbatics, Init., Pilot, USF,

Known force powers: Grip, Rebuke, Phase, Force Lighting, Force Sheild, Move Object Acrobatic strike and Weapon Finesse, Running attack, Skill focus UTF, Force training x2
Talents: Mobile Combantant, LS Defense, LS Throw, Power of the Dark Side, Sith Alchemy
Skills: Acrobatics: 13 Climb: 4 Decpt: 5 Endur: 4 GI: 6 Init: 13 Jump: 4 Know: 6 Mech: 6 Precp: 6 Persus: 6 Pilot: 13 Ride: 8 Stealth: 8 Survival: 6 TI: 6 Swim: 6 Use Comp: 6 UTF: 16
Duros Ability: Reroll Pilot taking 2nd roll.
Languages: Durese, Huttese, Basic, Shyriiwook
Darth Red Crow and Darth Heavy Metal Papillion are two Sith under the direction of the evil Darth Galaxia.

Red Crow is deadly with her ingenious use of her Lightwhip and Heavy Metal Papilliion is deadly with her mastery of the Force.

Darth Heavy Metal Papillion                CL 16

Medium Human Jedi 7/Force adept 5/Sith Lord 4
Dark Side 17
Init +16; Senses Perception +16
Languages Basic, Duinuogwuin, High Galactic

Defenses Ref 33 (flat-footed 30), Fort 31, Will 34
hp 129; Threshold 31
Immune fear effects

Speed 6 squares
Melee by weapon +15
Ranged by weapon +17
Base Atk +14; Grp +17
Atk Options Channel Aggression
Special Actions Channel Anger, Dark Presence, Drain Force, Power of the Dark Side, Swift Power, temptation
Force Powers Known (Use The Force +21) farseeing (2), Force disarm, Force storm (4), Force whirlwind (2), phase, rebuke (2), rend (2), resist Force (2)
Force Techniques Improved Force Storm, Improved Rend
Force Secrets Corrupted Power, Debilitating Power, Devastating Power

Abilities Str 12, Dex 16, Con 12, Int 14, Wis 17, Cha 16
Special Qualities Bad Feeling, build lightsaber
Talents Affliction, Channel Aggression, Channel Anger, Dark Presence, Drain Force, Embrace the Dark Side, Power of the Dark Side, Swift Power, Wrath of the Dark Side
Feats Bad Feeling, Force Boon, Force Sensitive, Force Training (4), Improved Defenses, Skill Focus (Use the Force), Unstoppable Force, Unwavering Resolve, Weapon Proficiency (lightsabers, simple)
Skills Initiative +16, Jump +14, Knowledge (galactic lore) +15, Perception +16, Use the Force +21 (may reroll to activate dark side powers but must keep the result of the reroll even if worse)

* * * *

Darth Red Crow                CL 12

Medium Human Jedi 8/Sith apprentice 4
Dark Side 16
Init +13; Senses Perception +14
Languages Basic, High Galactic, Mando'a, S'kytric

Defenses Ref 26 (flat-footed 24), Fort 26, Will 27
hp 124; Threshold 26

Speed 6 squares
Melee lightwhip +15 (2d4+16/x3)
Ranged by weapon +14
Base Atk +12; Grp +14
Atk Options Acrobatic Strike, Pin, Trip, Triple Crit (Lightwhip)
Special Actions Adept Spellcaster, Drain Force, Flight, Power of the Dark Side
Force Powers Known (Use The Force +13) corruption, dark rage (3), farseeing, fear (2), Force disarm, Force thrust (2), levitate (2)
Force Techniques Improved Dark Rage, Improved Force Thrust

Abilities Str 11, Dex 14, Con 14, Int 16, Wis 16, Cha 14
Special Qualities build lightsaber
Talents Adept Spellcaster, Affliction, Consumed by Darkness, Drain Force, Flight, Power of the Dark Side
Feats Acrobatic Strike, Close Combat Escape, Deceptive Drop, Force Sensitive, Force Training (3), Pin, Trip, Triple Critical  (lightwhip), Weapon Finesse, Weapon Proficiency (lightsabers, simple)
Skills Acrobatics +13, Initiative +13, Jump +11, Knowledge (galactic lore) +14, Perception +14, Use the Force +13 (may reroll as a full-round action but must keep the result of the reroll even if worse)
Possessions Phrik Alloy Prototype Superior Damage lightwhip (self-built) with Neutronium Reinforcement

* * * *
Galaxia was the most powerful Jedi Knight of her time; this skill however led her to overconfidence and when Galaxia attempted to seal a host of Sith spirits, known as Chaos inside of herself, she was overcome.  With the body of a young, strong warrior and the power of over a dozen Sith spirits Darth Galaxia is more than a force to be reckoned with.


Darth Galaxia                CL 20

Medium Human Jedi 7/Jedi Knight 8/Sith Lord 5
Dark Side 18
Init +18; Senses Perception +19
Languages Basic, High Galactic, Sith

Defenses Ref 36 (flat-footed 33), Fort 35, Will 37
hp 190; Threshold 35
Immune fear effects

Speed 6 squares
Melee lightsaber +30 (2d8+21) or
Melee lightsaber +30 (2d8+23) with both hands
Ranged by weapon +23
Base Atk +20; Grp +23
Special Actions Damage Reduction 10, Drain Force, Force Fortification, Force Suppression, Juyo, temptation
Force Powers Known (Use The Force +23) battle strike (2), corruption (2), fear, Force blast, Force lightning (2), Force shield (2), Force storm, Force thrust, move object (2), negate energy, rebuke, rend, repulse, resist Force, surge
Force Techniques Force Point Recovery, Improved Force Lightning, Improved Force Storm, Improved Rend
Force Secrets Corrupted Power, Debilitating Power, Devastating Power, Enlarged Power

Abilities Str 14, Dex 16, Con 14, Int 14, Wis 18, Cha 16
Special Qualities build lightsaber, Natural Leader (organization scale 13)
Talents Affliction, Consumed by Darkness, Damage Reduction 10, Drain Force, Force Fortification, Force Suppression, Greater Weapon Focus (lightsabers), Greater Weapon Specialization (lightsabers), Heightened Awareness, Juyo, Weapon Specialization (lightsabers)
Feats Force Sensitive, Force Training (4), Natural Leader, Overwhelming Attack, Skill Focus (Use the Force), Strong in the Force, Unstoppable Force, Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple)
Skills Endurance +17, Initiative +18, Knowledge (galactic lore) +17, Perception +19, Use the Force +23
Possessions Prototype Superior Accuracy Prototype Superior Damage lightsaber (self-built)
I made this disposible bag of hp when I was trying to help with this. Darth Raseri (Rage or Fury in some European language I don't remember) is made to work with other melee characters, setting them up to beat the crap out of the poor sucker he knocks to the ground while keeping PC attention solely on himself with the Talents Personal Vendetta and Call Out.

I imagine he was a gladiator in some illegal death arena in the Outer Rim before being found by his master and trained in the ways of the Dark Side. He uses the Force as a means to an end, making his tools of destruction stronger.

His armor is mostly black with a bit of gold and has splotches of dried blood here and there. A death's head skull is on his helmet along with various Sith designs on his armor in white.

Darth Raseri, Sith Marauder  CL 20
Large Togorian Soldier 7/Jedi 4/Gladiator 5/Sith Apprentice 3/Sith Lord 1
Destiny 3; Force 7; Dark Side 14
Init +15; Senses Perception +19; low-light vision
Languages Basic, Togorian, Huttese
Defenses Ref 41(flat-footed 39), Fort 40, Will 35; Block (UTF +25), Deflect (UTF +25)
hp 194; Threshold 50
Speed 6 squares
Melee Darth Raseri's Power Hammer +26 (2d12+22)*^ or
Melee Darth Raseri's Power Hammer +32 (2d12+28)*^ with dark rage or
Melee Darth Raseri's Power Hammer +30 (2d12+32)*^ with powerful charge
Melee Darth Raseri's Power Hammer +36 (2d12+38)*^ with powerful charge and dark rage
Ranged flamethrower +23 (3d6+12)
Ranged wrist rocket launcher (flash rocket) +23 (3 square burst; blinded for 1d4 rounds)
Base Atk +20; Grp +30
Atk Options Powerful Charge, Trip.
Special Actions Personal Vendetta, Call Out, Block, Deflect, Bantha Rush, Battering Attack.
Force Powers Known (Use the Force +23) dark rage, move object, surge.
Force Techniques Improved Dark Rage.
Abilities Str 20, Dex 14, Con 14, Int 12, Wis 14, Cha 16
Special Qualities Unflinching (2/encounter), Fearless, Temptation, Immune to environmental hazards and vacuum. 
Talents Armored Defense, Improved Armored Defense, Juggernaut, Block, Deflect, Weapon Specialization (Exotic Weapons), Exotic Weapons Master, Personal Vendetta, Call Out, Sith Alchemy, Sith Alchemy Specialist, Attune Armor. 
Feats Armor Proficiency (light, medium, heavy), Bantha Rush, Battering Attack, Force Sensitivity, Force Training, Improved Damage Threshold, Powerful Charge, Skill Focus (Use the Force), Trip, Weapon Focus (exotic weapons), Weapon Proficiency (simple weapons, pistols, rifles, advanced melee weapons, exotic weapons, lightsabers)
Skills Initiative +15, Jump +20, Perception +19, Persuasion +13 (+17 when attempting intimidation), Use the Force +23
Possessions Darth Raseri's Power Hammer (Sith Weapon, Master's Weapon, Stripped Design, Environmental Sealing, Recognition System), Heavy Dark Armor (Attuned, Imposing Form, Weapon Mount (flamethrower, wrist rocket launcher), Helmet Package, Vacuum Seals), flash rocket x4, antipersonnel rocket x4.

* Move enemy up to 1 square and knock them prone.
^ Can spend a Force Point as a swift action to add 14 to Darth Raseri's next melee damage roll before the end of the encounter.

Notes: 28 point buy, with the Corruption and Destruction destinies completed.

Darth Raseri's Power Hammer (Power Hammer entry is in TFU on page 97)
Exotic Weapon
Damage 2d12
Qualities Sith Weapon (JA page 22), Master's Weapon (JA page 22), Stripped Design (SCUM page 38), Environmental Sealing (SCUM page 41), Recognition System (SCUM page 41).

Heavy Dark Armor (JA page 61)
Armor 8 (10 for Darth Raseri)
Fort +5
Max Dex 1 (2 for Darth Raseri)
Qualities Attuned (Attuned Armor, Core page 107), Imposing Form (JA page 22), Weapon Mount (SCUM page 47), Helmet Package (Core page 140), Vacuum Seals (SCUM page 47).

Wrist Rocket Launcher (CLONE page 63)

Strategy: 

1.
Activate dark rage and spend Force Point to extend until end of encounter. Remember to do this in the surprise round if the party jumps him.
2. Draw Power Hammer if not already in hand.
3. Charge nearest enemy. If unable, move towards instead and charge next turn. If attack is successful, move the enemy to your side and knock them prone in order to set up a flank with your allies. This gives him and the ally an additional +7 to hit against that target.
4. Activate Personal Vendetta to keep allies safe. Use Call Out against the most dangerous foe.
5. Attack nearest enemy, knocking them prone and setting up the flank.
6. Repeat 4 and 5 every round.
7. Any time you don't move, convert Darth Raseri's move action into a swift action and activate the Sith Weapon ability by spending a Force Point. 
8. If an enemy is down the condition track by 3 or more, shoot them with his rocket to blind them.
9. If the enemies bunch up, consider hitting them with the flamethrower. It gives the players the choice of taking burning damage every round or sacrificing a full-round action to put it out. Rules for fire damage are on page 255 of the Saga Core. 
So I'm pretty geeked right now, because not only do I get to play SW RPG for the 1st time in over 8 years, but someone's running a dark-side mini campaign.  The setting is the Draggulch period, so post-Ruin/pre-Bane.  I'm told that the 1st session is going to involve assassinating the Supreme Chancellor, who is also a Jedi.  The GM is supposed to assign us a set number of DPs, but the Destiny I've chosen is Champion from TFU, which will be fulfilled by seizing control of my former Master's fiefdom.

I plan on playing him as a blend of Vader & Revan, with a liberal dash of Sidious thrown in.  That is to say, there's a time & place for diabolical strategies and twisting others to serve you, but every now & then in order to advance your schemes, sometimes you jus' gotta choke a ****!

I seem to recall a thread that contained "Sith truisms" that I was gonna quote to sound more evil & Sithy, but I can't find that thread.  Anyways...


Darth Entropos                                                          CL 14
Medium Human Jedi 6/soldier 1/Sith apprentice 5/Sith Lord 2
Destiny TBD; Force 17; Dark Side 20
Init+13; Senses Perception +17
Languages Basic, Binary, Huttese, Sith; Language Absorption
_________________________________________________
Defenses Ref 30 (flat-footed 27), Fort 29, Will 32
hp 152; Threshold 29; Second Wind 38
Immune fear effects
_________________________________________________
Speed 6 squares
Melee lightsaber +17 (2d8+16/x3) or
Melee lightsaber +12/+12 (2d8+16/x3) with Double Attack
Ranged by weapon +17
Base Atk +14; Grp +17
Atk Options Dark Side Adept, Double Attack, Juyo
Special Actions Equilibrium, temptation
Force Powers Known (Use the Force +21):  dark rage, Force grip,
Force lightning (2), Force slam, mind trick, move object, negate
energy
(2), rebuke (2), surge, saber swarm, tempered aggression (2),
vornskyr's ferocity (2)
Force Secrets Quicken Power
Force Techniques Force Point Recovery, Language Absorption
___________________________________________________
Abilities Str 14, Dex 16, Con 14, Int 16, Wis 20, Cha 18
Talents Block, Dark Side Adept, Deflect, Equilibrium, Force
Deception, Sith Alchemy, Stolen Form-Juyo, Weapon
Specialization (lightsabers)
Feats Armor Proficiency (light), Double Attack, Force Boon,
Force Sensitive, Force Training (3), Skill Focus (Use the Force),
Skill Training (Persuasion), Triple Crit, Weapon Focus (lightsabers),
Weapon Proficiency (simple, lightsabers)
Skills Acrobatics +13, Initiative +13, Knowledge (galactic lore) +15,
Perception +17, Persuasion +16, Pilot +15, Use the Force +21
(+2 to [dark side] checks, may use for Deception checks)
Possessions dark armor (as light battle armor, provides +2
to [dark side] Use the Force checks), lightsaber (self-built, contains
Krayt dragon pearl), dark robes, utility belt, electrobinoculars,
Sith talisman, encrypted comlink w/holo, hidden backup lightsaber

I'm considering swapping out either saber swarm or a usage of tempered aggression or vornskyr's ferocity for fluid riposte.  Thoughts?
In a world of turmoil, strife, and misunderstandings appears the very embodiment of fury and rage - Darth Torrent.

Torrent began his life on a relatively unknown planet in the unknown region where he found a odd object while exploring what he thought was natural ruins. This object projected a image which offered him great power with the realization that he would have to give something important up for. Not knowing the price Julian accepted and began his training, although careful to do his chores before training his parents grew wary noticing a change in his demeanor.

The years rolled by until Julian became old enough to start wanting other things for himself, his parents forbade him to leave thinking him not ready yet, and not mature enough. In a rare moment of rage he cut them both down in their sleep, realizing his dark destiny and becoming a dark warrior for the sith tradition.

In his travels he has learned that homicidal tendencies and destructive behavoir isn't always the answer(that sometimes being subtle has its advantages), Torrent has also gained 2 companions, one of which is something called a imperial inquisitor, the other showing signs of being a sith similar to him however more devious and conniving.

Torrent believes that his destiny is leading him to a inevitable altercation with the New Republic, not believing that his small group is ready yet he waits and watches for his chance, listening to the force and or fate to show him the time to strike. When that time arrives the battlefield will be strewn with the bodies of his enemies and the remains of destroyed equipment and collateral damage.

Show
Julian Sykes (Darth Torrent) CL 14
Medium male Human Jedi 7 / SithApprentice 2 / MeleeDuelist 5
Destiny 3 (destruction); Force 13(2d6); Darkside 16
Init +11; Senses Perception +15
Languages Basic, Zabrak

Defenses Ref 32(flat-footed 28), Fort 28, Will 29; Lightsaber Defense +3
hp 124; Threshold 28

Speed 6 squares
Melee archaic lightfoil +20 (2d8+13[17]/x2) or
Melee archaic lightfoil +20/+20 (2d8+13/x2) with Dual Weapon Mastery III or
Melee archaic lightfoil +18 (3d8+13[17]/x2) with Rapid Strike or
Melee archaic lightfoil +18/+18 (3d8+13/x2) with Dual Weapon Mastery III and Rapid Strike
Ranged by weapon +18
Base Atk +14; Grp +18
Atk Options Dual Weapon flourish I-II, Dual Weapon Mastery III, Lightsaber Defense, Melee Defense, Rapid Strike, Severing Strike
Special Actions Second Wind (31 hp) 1/day
Force Powers Known (Use the Force +20): battlestrike, dark rage, force grip, force slam
Force Techniques Improved Dark Rage

Abilities Str 11 Dex 19 Con 14 Int 12 Wis 16 Cha 16
SQ Master of Movement 2/encounter
Talents Dual Weapon Flourish I-II, Lightsaber Defense +3, Severing Strike, Master of Elegance, Weapon Specialization (lightsabers)
Feats Dual Weapon Mastery I-III, Force Sensitivity, Force Training, Melee Defense, Rapid Strike, Skill Focus (use the force), Weapon Focus (lightsabers), Weapon Finesse, Weapon Proficiency (lightsabers, simple weapons)
Skills Knowledge (galcticlore) +13, Perception +15, Pilot +16, Use the Force +20
Possessions 2 archaic lightfoils (self built) w/interlocking hilts, robes, utility belt w/med pac

Destiny fulfilled (corruption) - Julian has fulfilled his destiny of falling to the darkside and becoming a sith, granting him a +1 destiny bonus to his Strength and Dexterity scores.


Wow - Darth Eternus has one creepy backstory!
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