"As long as I get paid, it makes no difference to me." -Cad Bane
A bounty hunter would not be complete without a customized set of tools and weapons, all suited to the needs and personal tastes of the hunter. Cad Bane’s equipment caters to his versatility and his desire to get the job done, because the quicker the job, the sooner the payment.
BlasTech LL-30 Blaster Pistol Pistol Manufactured with a heat-resistant alloy, this blaster is favoured for its sustained high firing rate. This model comes equipped with a targeting scope (see page 140 of the Saga Edition Core Rulebook) and has a 50-shot capacity. This model also has the rare ability to be silenced by placing a special cap on its muzzle (a swift action). These caps are included in the purchase price. When silenced, the maximum range of the LL-30 is reduced to 6 squares. Cad Bane has modified these pistols to his exacting standards, affording him more power per shot. Cad Bane’s LL-30s are both considered to have the Tech Specialist improved damage trait (SotG 21) and the improved energy cell accessory (KotOR 75), thereby increasing their damage by +3 and their ammo capacity to 100 shots. Additionally, Bane has equipped his holsters to facilitate the fastest draw possible, allowing his LL-30s to be drawn or holstered as a free action (KotOR 79). Cost 750; damage 3d8; stun dmg -; rate of fire S; weight 1.2 kg; type energy; availability restricted (Cad Bane’s customised LL-30s are considered to be illegal).
Multi-Purpose Gauntlets Light Armour Bane’s multi-purpose gauntlets house a mobile arsenal that includes two miniaturised flamethrowers (SECR 128, miniaturised upgrade KotOR 41), two projectile launchers (treat as miniaturised slugthrower pistols [SECR 130]), and two miniaturised contact stunners (UR 36, treat as a Bothan weapon, KotOR 78). It also includes a data uplink (treat as stripped, immobile comlink with the droidification [S&V 40] upgrade which also has the automap and credit reader accessories [SGtD 55-56]), a cable launcher (treat as a dual gear [S&V 41] snare pistol [GoI 64] and liquid cable dispenser [SECR 138] with a grappling hook), a comlink and an assortment of tools (treat as a miniaturised lock breaking kit [S&V 52]). All of the equipment in the multi-purpose gauntlets is considered to have received the cloaked upgrade [S&V 40], imposing a penalty to Perception to detect when not in use. When necessary, the Tech Specialist “additional upgrade slot” device modification [S&V 48, sidebar] has also been used on the equipment. Using the armour upgrades from Scum and Villainy, Cad Bane’s multi-purpose gauntlets have the armourplast, integrated equipment (5 slots) and 2 weapon mount upgrades. They cannot be worn with other armour. Cost not for sale; weight 7.4kg; availability unique.
Projectile Carbine, Customised Rifle A custom job, this carbine is designed to fire rounds made from cortosis, a metal ore whose properties include the ability to cause a feedback loop that shorts out lightsabres. If an attack from this weapon is negated with the Deflect talent with a lightsabre (see page 41 of the Saga Edition Core Rulebook), the attack deals half damage to the target and the lightsabre is automatically deactivated. The target may use a swift action to reactivate the lightsabre after one full round has passed. A projectile carbine deals piercing damage. Cortosis rounds cost 350 credits apiece, and the carbine takes damage equal to the amount shown on the damage dice for each shot made with cortosis rounds. Standard slugs may be used as alternative ammunition, and do not damage the weapon when fired. This weapon can fire up to 10 shots before reloading. As usual for carbines, it is both lightweight and inaccurate over long distances, Cost not for sale; damage 2d8; stun dmg -; rate of fire S; weight 2.4 kg; type piercing; availability unique.
Magno-Grip Boots These boots require a swift action to activate. When activated, they allow the wearer to walk on metal surfaces without falling off (or drifting off in zero gravity) but also reduce the wearer’s speed by 2 squares. Additionally, when activated and on a metal surface, they grant a +5 equipment bonus to defences or checks made to resist being tripped or unwillingly moved. Cad Bane has attached two customised Mitrinomon jetpack thrusters (treat as a jet pack [SECR 138]) to the boots. Using the equipment upgrades from Scum and Villainy, Cad Bane’s magno-grip boots are considered to have the dual gear upgrade. They can be worn with armour, unless the armour has footwear. Cost not for sale; weight 5.6kg; availability unique.
Here's my take on Viceroy Gunray. Looking back at the other entries, I see we have some similarities. The biggest difference with mine is that I don't see Gunray as a heroic class character. I did give him Corporate Agent levels, but apart from that he's strictly nonheroic. This reflects his utter lack of weapons training, and the fact that he's eventually cut down by a single stroke. He is strictly a behind the scenes mover and shaker, totally ill suited to combat. But he is able to resist Jedi interrogation, at least for the short term (hence Willful Resolve) and his ruthless Competitive DriveTM keeps him on top of the Trade Federation even after he's a disgraced failure.
Josh Cheesman - journalist and Star Wars fan.
Visit the YBtC Hall of Fame to see the winners of the Praxeum's regular You Build the Character competitions.
Bastila Shan CL 17 Medium Human Jedi 9/Jedi Knight 5/Sith apprentice 1/Jedi Master 2 Destiny 3; Force 8; Dark Side 1 Init +17; Senses Perception +15 Languages Basic ------------------------------------------------------------------------------------------------------------------- Defences Ref 34 (flat-footed 30), Fort 31, Will 32; Block, Deflect hp 135; Threshold 31 Immune fear effects ------------------------------------------------------------------------------------------------------------------- Speed 6 squares Melee double-bladed lightsabre +23 (2d8+10) or Melee double-bladed lightsabre +23 (2d8+9) and double-bladed lightsabre +23 (2d8+9) or Melee double-bladed lightsabre +18/+18/+18 (2d8+9) with Double Attack Ranged by weapon +21 Base Atk +17; Grp +21 Atk Options Double Attack, Dual Weapon Mastery II, Power of the Dark Side Special Actions Improved Battle Meditation, Jedi Battle Commander, serenity, Twin Weapon Mastery, Twin Weapon Style Force Powers Known (Use the Force +21): battle strike (3), Force grip, Force lightning, Force slam (3), Force stun, mind trick, rebuke, vital transfer Force Secrets Devastating Power Force Techniques Force Power Mastery (battle strike), Improved Battle Strike ------------------------------------------------------------------------------------------------------------------- Abilities Str 12, Dex 18, Con 12, Int 10, Wis 14, Cha 17 Talents Battle Meditation, Block, Deflect, Greater Weapon Focus (lightsabres), Improved Battle Meditation, Jedi Battle Commander, Multiattack Proficiency (lightsabres), Power of the Dark Side, Twin Weapon Mastery, Twin Weapon Style Feats Double Attack (lightsabres), Dual Weapon Mastery I, Dual Weapon Mastery II, Force Sensitivity, Force Training (4), Skill Focus (Use the Force), Unleashed, Weapon Finesse, Weapon Focus (lightsabres), Weapon Proficiency (lightsabres, simple weapons) Skills Initiative +17, Perception +15, Use the Force +21 (may take 10 when activating battle strike Possessions double-bladed lightsabre (self-built)
This is Bastila by the end of KOTOR 1. She is a master of Battle Meditation, so I gave her Improved Battle Meditation and Jedi Battle Commander, which imposes a penalty to opponents and an enhanced bonus to allies. This reflects her ability to affect her allies and opponents at the battle of Rakata Prime.
Her trademark power is Unleashed Battle Meditation, which she uses at the end of KOTOR 1, first to aid Darth Malak and his Star Forge-created arsenal of warships. After, when she returns to the light, she uses her Unleashed Battle Meditation to help the Republic vanquish the Sith armada. As described in the rulebook, Unleashed Battle Meditation expands to encompass all within the same star system.
I gave her a level of Sith Apprentice to reflect her turn to the dark side under Darth Malak’s torture. She gained a number of dark powers, such as Power of the Dark Side, and Force Lightning, which she uses in battle against a redeemed Revan. When she fails to defeat him despite tapping into the vast power of the Star Forge, Revan urges her to return to the light. He helps to free her from the grip of the dark side, and she performs a dramatic act of heroism by turning her Battle Meditation to help the Republic. As described in SECR page 95, this redeems a dark character and reduces her darkside score to 1.
Bastila’s trademark weapon is her double-bladed lightsaber. Dual Weapon Mastery, Double Attack, Twin Weapon Mastery, and Twin Weapon Style reflect her extensive training.
Josh Cheesman - journalist and Star Wars fan.
Visit the YBtC Hall of Fame to see the winners of the Praxeum's regular You Build the Character competitions.
Plo Koon, Jedi Ace and Duellist CL 17 Medium Kel Dor Jedi 7/soldier 2/Jedi Knight 5/Jedi Master 3 Destiny 1; Force 8 Init +14; Senses low-light vision, Read the Winds; Perception +17
Languages Basic, High Galactic, Huttese, Kel Dor, Shyriiwook ------------------------------------------------------------------------------------------------------------------- Defences Ref 32 (flat-footed 30), Fort 30, Will 34; Deflect hp 118; Threshold 30 Immune fear effects ------------------------------------------------------------------------------------------------------------------- Speed 6 squares Melee lightsabre +19 (2d8+10) or Melee lightsabre +17 (3d8+10) with Rapid Strike or Melee lightsabre +14/+14 (2d8+10) with Double Attack or Melee lightsabre +12/+12 (3d8+10) with Double Attack and Rapid Strike or Melee unarmed +18 (1d6+9) or Melee unarmed +16 (2d6+9) with Rapid Strike Ranged by weapon +18 Base Atk +17; Grp +18 Atk Options Double Attack, Justice Seeker, Rapid Strike Special Actions Djem So, Force Cloak, Force Haze, Precognitive Meditation, Redirect Shot, serenity, Shien, Vehicular Combat Force Powers Known (Use the Force +21): battle strike, cryokinesis, farseeing, Force lightning, Force slam, Force whirlwind, fluid riposte (2), move object, Shien deflection Force Secrets Distant Power, Multitarget Power Force Techniques Improved Cryokinesis, Improved Force Slam ------------------------------------------------------------------------------------------------------------------- Abilities Str 13, Dex 13, Con 10, Int 16, Wis 18, Cha 16 Talents Clear Mind, Deflect, Djem So, Force Cloak, Force Haze, Force Pilot, Many Shades of the Force (Force lightning), Precognitive Meditation, Redirect Shot, Shien Feats Double Attack (lightsabres), Force Boon, Force Sensitivity, Force Training (2), Justice Seeker, Martial Arts I, Rapid Strike, Read the Winds, Skill Focus (Use the Force), Vehicular Combat, Weapon Proficiency (lightsabres, pistols, simple weapons) Skills Initiative +14, Knowledge (physical sciences) +16, Mechanics +16, Perception +17, Use the Force +21 (may reroll when searching feelings, sensing the Force or avoiding detection from other Force users; may substitute for Pilot checks) Possessions antiox breath mask, lightsabre (self-built), protective goggles, Jedi robes
Plo Koon was a Kel Dor male from the planet Dorin who became a Jedi Master and a lifetime member of the Jedi High Council. Born into a family strong in the Force, (Force Boon) Koon's own Force-sensitivity was discovered early and he was turned over to the Jedi Order early on in his infancy for training.
Remaining close with his former master, Koon studied as a Jedi Guardian independently, taking on missions that often required that he demonstrate his skill with a lightsaber, rather than diplomacy. Additionally, Koon would return to his homeworld at some point in his career, studying the ways of the Baran Do and earning a place in their order. (Precognitive Meditation, Clear Mind) He was a master of a number of their techniques, such as ayna-seff, which makes one undetectable to electronic scans. (Force Cloak)
Like many of his kind, Koon had a strong sense of justice. His species tended to see issues in black and white, and favored what was termed "rough justice," a method of solving disputes that, to non-Kel Dor, seemed overly retributive and too close to vigilantism. (Justice Seeker)
Koon was a master of telekinesis, (Telekinetic Savant,Multitarget Power, Move Object, Force Slam, Improved Force Slam) and could move objects without having to face them (Distant Power). He also used a forbidden Force technique called Electric Judgment (Force Lightning, Many Shades of the Force). To many Jedi, this seemed to be too close to the Force lightning employed by the Sith.
Plo Koon possessed an extensive knowledge of the physical sciences. In particular, he used his expert knowledge of physics along with the Force to alter the environment—the resourceful Jedi could create small whirlwinds as well as a dense fog over a limited area, freeze tiny rivers and lakes, and raise or lower the temperature of his surroundings enough to incapacitate an opponent. (Cryokineses, Force Whirlwind,Improved Cryokinesis, Force Haze)
Possessing great strength, Koon was a master of hand-to-hand combat (MA1). He was also a master of the fifth form of lightsaber combat, Djem So/Shien. (Fluid Riposte,Shien Deflection) He was a skilled pilot and his piloting skills were as well known as his abilities with a lightsaber. (Force Pilot, Vehicular Combat) Some people considered him to be the third best pilot in the Jedi order after Anakin Skywalker and Saesee Tiin.
Saesee Tiin, Jedi Ace CL 16 Medium Iktotchi Jedi 4/soldier 4/Force adept 5/Jedi Master 2/ace pilot 1 Destiny 1; Force 6 Init +21; SensesPerception +17 Languages Basic, Binary (understand only), Iktotchese ------------------------------------------------------------------------------------------------------------------- Defences Ref 31 (flat-footed 31), Fort 30, Will 34 hp 123; Threshold 30 Immune fear effects ------------------------------------------------------------------------------------------------------------------- Speed 6 squares Melee lightsabre +17 (2d8+12) or Melee lightsabre +12/+12 (3d8+12) with Double Attack Ranged by weapon +13 Base Atk +13; Grp +15 Atk Options Double Attack, Power Attack, Vehicle Focus (starfighters) Special Actions Force Reflexes, Hold Together, Instinctive Defence, limited precognition, Mystical Link, serenity, Telepathic Link, Vehicular Combat Force Powers Known (Use the Force +21): battle strike (2), deflecting slash, farseeing, fluid riposte, mind trick, move object, prescience, rebuke, surge Force Techniques Force Point Recovery, Improved Telepathy Starship Manoeuvres Known (Use the Force +21): afterburn, angle deflector shields, counter, evasive action, target sense ------------------------------------------------------------------------------------------------------------------- Abilities Str 14, Dex 10, Con 12, Int 12, Wis 18, Cha 16 Talents Force Intuition, Force Pilot, Force Reflexes, Instinctive Navigation, Long Call, Mystical Link, Perfect Telepathy, Telepathic Link, Vehicle Focus (starfighters) Feats Double Attack (lightsabres), Force Sensitivity, Force Training (2), Hold Together, Instinctive Defence, Power Attack, Skill Focus (Use the Force), Starship Tactics, Vehicular Combat, Weapon Focus (lightsabres), Weapon Proficiency (lightsabres, pistols, simple weapons) Skills Mechanics +14, Perception +17, Pilot +8 (may reroll, may take 10 to pilot a starfighter when distracted), Use the Force +21 (may substitute for Initiative, Pilot and Use Computer checks) Possessions lightsabre (self-built), Jedi robes
Having trained as a Jedi Guardian, Saesee Tiin possessed exceptional prowess with a lightsaber, wielding many over his long career. Having used a violet, cobalt, and then an emerald lightsaber crystal in his weapon's hilt, the Master was capable of fending off most opponents with his hard strikes and counterstrikes. (Power Attack, deflecting slash, fluid riposte)
Raised within the Jedi Temple, Tiin found it embarrassing when his natural telepathic abilities were ridiculed by his peers. While they believed these powers gave him an unfair advantage at the academy, Tiin believed it was more of a hindrance as he had yet to learn to control his abilities. Tiin would admit however, that his abilities gave him an edge during lightsaber combat training as his opponents unwittingly revealed their strategy through their thoughts. (Force Intuition, Instinctive Defense)
Aside from combat, Tiin was most comfortable as a pilot, serving the Jedi Starfighter Corps as an Ace Pilot. Tiin was said to be rivalled only by Jedi Anakin Skywalker in his natural piloting skills. (Force Pilot, Force Reflexes, Starship Tactics, Vehicular Combat,Vehicle Focus (starfighter),Hold Together) Enhanced by his natural telepathic abilities, Tiin was able to instinctively astrogate his starfighters through hyperspace without a navigation computer. (Instinctive Navigation)
As Tiin learned to hone in on particular minds, he came to the attention of the Wol Cabasshite Jedi Councilor, Master Omo Bouri. After graduating from the academy, Tiin accepted Bouri's offer of apprenticeship and became a Padawan. Because Bouri's brain was so evolved, Tiin found himself faced with something completely new: a brain he couldn't understand. Intrigued, he focused all his time coming to understand his master and to use the Force to expand his telepathy to extraordinary heights. (Improved Telepathy, Perfect Telepathy, Telepathic Link)
Adi Gallia, Jedi Ace and Duellist CL 14 Medium Tholothian (near-Human) noble 1/Jedi 7/Jedi Knight 3/ace pilot 2/Jedi Master 1 Destiny 1; Force 14 Init +13; Senses Perception +15 Languages Basic, Dug, Durese, High Galactic, Ryl, Shyriiwook ------------------------------------------------------------------------------------------------------------------- Defences Ref 29 (flat-footed 28), Fort 27, Will 30; Block, Deflect, vehicle dodge +1 hp 88; Threshold 27 Immune fear effects ------------------------------------------------------------------------------------------------------------------- Speed 6 squares Melee lightsabre +14 (2d8+9) or Melee lightsabre +12 (3d8+9) with Rapid Strike Ranged by weapon +13 Base Atk +12; Grp +13 Atk Options Rapid Strike, Vehicle Focus (starfighters) Special Actions Improved Riposte (2/encounter), Lightsabre Form Savant, Redirect Shot, serenity, Shien, Vehicular Combat, Vehicular Surge Force Powers Known (Use the Force +20): barrier of blades, battle strike (2), Makashi riposte, mind trick, Shien deflection (2), surge Force Techniques Force Point Recovery ------------------------------------------------------------------------------------------------------------------- Abilities Str 12, Dex 13, Con 10, Int 14, Wis 17, Cha 16 Talents Block, Deflect, Force Pilot, Improved Riposte, Lightsabre Form Savant, Redirect Shot, Riposte, Shien, Vehicle Focus (starfighters) Feats Force Sensitivity, Force Training (2), Linguist, Rapid Strike, Recurring Success (Riposte), Skill Focus (Knowledge [bureaucracy], Use the Force), Vehicular Combat, Vehicular Surge, Weapon Proficiency (lightsabres, pistols, simple weapons) Skills Gather Information +15, Initiative +13, Knowledge (bureaucracy) +19, Knowledge (galactic lore) +14, Knowledge (social sciences) +14, Knowledge (tactics) +14, Perception +15, Persuasion +15, Use the Force +20 (may substitute for Pilot checks, may take to pilot a starfighter when distracted) Possessions lightsabre (self-built), Tholoth headdress, Jedi robes
A highly intuitive woman of Corellian heritage, Master Adi Gallia was known for being politically savvy and very well known within the political spheres of the Core Worlds' representatives. Her understanding of the Republic's complexities was natural, and she developed an extensive list of contacts. (Skill Focus: Knowledge [bureaucracy])
During her lightsaber studies, Master Gallia chose to adopt a reverse one-handed grip when wielding the blade, giving her the ability to counter attacks with long, wide swings and strikes (Riposte, Recurring Success (Riposte), Makashi riposte). Over the other six forms of lightsaber style, Master Gallia preferred to employ the lesser practiced Form V, or Shien, an aggressive and physically demanding style of fighting (barrier of blades, Shien deflection).
Master Gallia's skill with a lightsaber was only rivaled by her affinity for piloting starfighters in battle, having trained with the renowned ace pilot Saesee Tiin (Force Pilot, Vehicular Combat, Vehicular Surge). Indeed, Master Windu chose Gallia to lead her fellow Jedi in the space battle over Geonosis while the other Jedi engaged the Separatist Droid Army on the ground. Using the callsign "Shooting Star", Master Gallia was assigned many missions by the High Council where she employed her piloting skills.
Josh Cheesman - journalist and Star Wars fan.
Visit the YBtC Hall of Fame to see the winners of the Praxeum's regular You Build the Character competitions.
Darth Bane, Dark Lord of the Sith (as of Path of Destruction) CL 16 Medium Human scoundrel 1/soldier 3/Jedi 5/Jedi Knight 1/Sith apprentice 4/Sith Lord 2 Destiny* 5; Force 7, Strong in the Force; Dark Side 18 Init +14; Senses Perception +17 Languages Basic, Bocce, Sith ------------------------------------------------------------------------------------------------------------------------------ Defences Ref 31 (flat-footed 30), Fort 33, Will 34; Block, Deflect, Soresu hp 186; Threshold 33 Immune fear effects ------------------------------------------------------------------------------------------------------------------------------ Speed 6 squares Melee duelling lightsabre +20 (2d8+11) or Melee duelling lightsabre +22 (2d8+19) with Powerful Charge Ranged by weapon +16 Base Atk +15; Grp +18 Atk Options Bantha Rush, Power Attack, Powerful Charge, Power of the Dark Side Special Actions Battle Analysis, Dark Healing, Djem So, Equilibrium, Riposte, temptation Force Powers Known (Use the Force +21): dark rage, falling avalanche, Force grip, Force lightning (2), Force shield, Force slam, move object, rebuke, surge Force Secrets Devastating Power
Force Techniques Improved Dark Rage, Improved Force Lightning ------------------------------------------------------------------------------------------------------------------------------ Abilities Str 17, Dex 13, Con 17, Int 15, Wis 18, Cha 16 Talents Battle Analysis, Block, Dark Healing, Deflect, Djem So, Equilibrium, Force Deception, Power of the Dark Side, Riposte, Stolen Form (Soresu) Feats Armour Proficiency (light), Bantha Rush, Force Sensitivity, Force Training (2), Power Attack, Powerful Charge, Skill Focus (Use the Force), Strong in the Force, Weapon Focus (lightsabres), Weapon Proficiency (lightsabres, pistols, rifles, simple weapons) Skills Deception +16, Initiative +14, Knowledge (galactic lore) +15, Knowledge (tactics) +15, Perception +17, Persuasion +16, Use the Force +21 (may substitute for Deception checks) Possessions comlink, lightsabre energy cell, duelling lightsabre (self-built with blade lock), Sith robes, Valcyn * Darth Bane is considered to have fulfilled the Corruption, Destruction and Discovery destinies.
This is going to be (relatively) brief for a few reasons: 1) It's late at night 2) I made these a long time ago, so the following is based on some admittedly hazy memories.
Point Buy 38 - as the BBEG (or heroic equivalent), he gets the highest point buy I'm willing to assign to a character. Classes Scoundrel reflects his time as a miner, but is primarily there to gain access to skills he needs later on (including deception, perception and persuasion which he certainly used on Apatros during his time playing sabacc). Soldier reflects his time as a member of the Gloom Walkers and his initial military training before being recognised by Kopecz as a potential Sith Lord. Jedi reflects his time at the Korriban Academy as a large proportion of the Brotherhood's trainers were fallen Jedi/ had Jedi training that they would have passed on. Jedi Knight may be controversial, but IMHO, the Brotherhood weren't training true Sith and more Dark Jedi given their beliefs which Bane was first exposed to. Sith Apprentice and Sith Lord round out Darth Bane as he discovered how the Brotherhood had fallen from the true path of the Sith - only he developed the knowledge truly necessary to become a Sith. Talents Power of the Dark Side is no brainer and actually was earned in his scoundrel level and the various duelling feats (Block, Deflect, Riposte, Djem So, Soresu) reflect his mastery of the lightsabre - Djem So he was certainly trained in and by Rule of Two he was also using Soresu, though I feel he was using this against Sirak (he definitely was using Soresu by Dynasty of Evil, managing to avoid getting hit by a single drop of rain using the sequences of the form). Dark Healing reflects his time on Ambria when he used it to limit the effects of Synox by 'draining the health' of a father and children team of salvagers. Equilibrium reflects Bane's sheer stamina and his ability to shrug off incredible amounts of damage in pursuit of his goals (resisting the following problems: hunger during his exploration of the Korriban temples, synox poisoning long enough to find a cure, the aftershocks of the thought bomb that were causing significant pain, orbalisk poisoning, etc.). Force Deception may seem out of place, given that he is already trained in Deception, but doing so grants an increased chance of success and also shows that Bane layered his considerable skills in deceiving his opponents with Force techniques. Block and Deflect are no brainers, but I decided to give Darth Bane Riposte rather than Redirect Shot for two reasons: 1) Throughout the Darth Bane Triliogy, I cannot find a single definitive example of an occasion when he returned blaster shots to their sources (deflected yes, but not returned) 2) He was a very formidable duellist and Riposte makes much more sense IMHO Feats Nothing overly special here, but as his lightsabre form was renowned for brutality and strength he has feats to maximise this (Bantha Rush, Power Attack, Powerful Charge - his use of Powerful Charge is especially obvious when he has his orbalisk armour). Strong in the Force is there to reflect his nature as the Sith'ari. Force Abilities Everything here is what I feel Darth Bane used/uses during the course of Path of Destruction. In particular, he is known to have a special affinity for Force Lightning, so he also has a Force technique to enhance it. As he remains in control of himself as he draws on the Dark Side of the Force, Improved Dark Rage reflects this aspect of his ability. Devastating Power is simply to demonstrate his extreme power in the Force that even other members of the Brotherhood feared. Destinies Corruption is for falling completely to the Dark Side when he murdered Sirak, Discovery is for finding Darth Revan's Holocron and the realisation that the Brotherhood was an abomination of what the Sith stood for and Destruction is for his successful annihilation of the Brotherhood of Darkness through his tactical prowess.
BTW: I know he didn't build his duelling lightsabre, as it was a gift from Kas'im (and was originally Kas'im's Master's sabre) - I don't think it's unreasonable to assume that he replaced the crystal and attuned himself to it, so that's why it mentions the self-built section.
Darth Bane, Dark Lord of the Sith (as of Rule of Two) CL 18 Medium Human scoundrel 1/soldier 3/Jedi 5/Jedi Knight 1/Sith apprentice 5/Sith Lord 3 Destiny* 5; Force 8, Strong in the Force; Dark Side 18 Init +15; Senses Perception +18
Languages Basic, Bocce, Sith ------------------------------------------------------------------------------------------------------------------------------ Defences Ref 24 (flat-footed 23), Fort 35, Will 36; Block, Deflect, Soresu hp 208; DR 10; Threshold 35
Immune fear effects ------------------------------------------------------------------------------------------------------------------------------ Speed 4 squares Melee duelling lightsabre +22 (2d8+14) or Melee duelling lightsabre +26 (2d8+23) with Powerful Charge Ranged by weapon +18 Base Atk +17; Grp +20 Atk Options Bantha Rush, Power Attack, Powerful Charge, Power of the Dark Side Special Actions Battle Analysis, Djem So, Equilibrium, Improved Dark Healing, Riposte, temptation Force Powers Known (Use the Force +22): circle of shelter, crucitorn, dark rage, falling avalanche, Force grip, Force lightning (3), Force shield, Force slam (2), move object, rebuke, repulse, surge Force Secrets Corrupted Power, Devastating Power
Force Techniques Improved Dark Rage, Improved Force Lightning ------------------------------------------------------------------------------------------------------------------------------ Abilities Str 17, Dex 13, Con 17, Int 15, Wis 18, Cha 16 Talents Battle Analysis, Block, Dark Healing, Deflect, Djem So, Equilibrium, Force Deception, Improved Dark Healing, Power of the Dark Side, Riposte, Stolen Form (Soresu), Weapon Specialisation (lightsabres) Feats Armour Proficiency (light), Bantha Rush, Force Sensitivity, Force Training (3), Power Attack, Powerful Charge, Skill Focus (Use the Force), Strong in the Force, Weapon Focus (lightsabres), Weapon Proficiency (lightsabres, pistols, rifles, simple weapons) Skills Deception +17, Initiative +15, Knowledge (galactic lore) +16, Knowledge (tactics) +16, Perception +18, Persuasion +17, Use the Force +22 (may substitute for Deception checks) Possessions comlink, lightsabre energy cell, Mystic, orbalisk armour, duelling lightsabre (self-built with blade lock), Sith robes * Darth Bane is considered to have fulfilled the Corruption, Destruction and Discovery destinies.
Darth Bane hasn't levelled as much in the intervening years - given his focus on training his apprentice, attempting to construct his own holocron and developing a network of contacts for information gathering. He has grown more powerful in the Dark Side of the Force (hence Force Training and Corrupted Power) while Improved Dark Healing is a buy in for a later ability he is known to use. Repulse is a power he often used by this point - against technobeasts, Jedi warriors and even Sith Assassins.
Darth Bane, Dark Lord of the Sith (as of Dynasty of Evil) CL 20 Medium Human scoundrel 1/soldier 3/Jedi 5/Jedi Knight 1/Sith apprentice 5/Sith Lord 5 Destiny* 5; Force 8, Strong in the Force; Dark Side 20 Init +16; Senses Perception +20 Languages Basic, Bocce, High Galactic, Sith ------------------------------------------------------------------------------------------------------------------------------ Defences Ref 35 (flat-footed 34), Fort 37, Will 39; Block, Deflect, Soresu hp 230; Threshold 37 Immune fear effects ------------------------------------------------------------------------------------------------------------------------------ Speed 6 squares Melee duelling lightsabre +24 (2d8+15) or Melee duelling lightsabre +28 (2d8+25) with Powerful Charge Ranged by weapon +20 Base Atk +19; Grp +22 Atk Options Bantha Rush, Power Attack, Powerful Charge, Power of the Dark Side Special Actions Battle Analysis, Dark Healing Field, Djem So, Equilibrium, Riposte, temptation Force Powers Known (Use the Force +24): circle of shelter, crucitorn, dark rage, falling avalanche (2), Force grip, Force lightning (4), Force shield, Force slam (2), move object, rebuke (2), repulse, surge Force Secrets Corrupted Power, Debilitating Power, Devastating Power, Multitarget Power
Force Techniques Improved Dark Rage, Improved Force Lightning ------------------------------------------------------------------------------------------------------------------------------ Abilities Str 16, Dex 12, Con 16, Int 16, Wis 20, Cha 18 Talents Battle Analysis, Block, Dark Healing, Dark Healing Field, Deflect, Djem So, Equilibrium, Force Deception, Improved Dark Healing, Power of the Dark Side, Riposte, Stolen Form (Soresu), Weapon Specialisation (lightsabres) Feats Armour Proficiency (light), Bantha Rush, Force Sensitivity, Force Training (3), Power Attack, Powerful Charge, Skill Focus (Use the Force), Strong in the Force, Weapon Focus (lightsabres), Weapon Proficiency (lightsabres, pistols, rifles, simple weapons) Skills Deception +19, Endurance +18, Initiative +16, Knowledge (galactic lore) +18, Knowledge (tactics) +18, Perception +20, Persuasion +19, Use the Force +24 (may substitute for Deception checks) Possessions comlink, lightsabre energy cell, duelling lightsabre (self-built with blade lock), Sith robes, Triumph (Theta-class T-1 vessel) * Darth Bane is considered to have fulfilled the Corruption, Destruction and Discovery destinies.
Darth Bane at the height of his power. He has now reached middle age, but his physical form is still formidable and his cognitive abilities continue to grow more so. Given the copious amount he used it, he now has 4 instances of Force Lightning. Further, Dark Healing Field is here to represent what he did to Darth Andeddu's cultists on the rooftop landing platform.
I know retraining is not allowed, but were it to be so - Dark Healing Field would be replaced with Transfer Essence after he mined Darth Andeddu's Holocron for that information as he attempted to use it, unsucessfully, against Darth Zannah.
Josh Cheesman - journalist and Star Wars fan.
Visit the YBtC Hall of Fame to see the winners of the Praxeum's regular You Build the Character competitions.