Lylatian Species Traits: • Medium-sized • Base speed 6 squares • Lylatians may re-roll any Persuade check, but they must accept the second result, even if it is worse. A long history of interaction between the different Lylatian subspecies has made them quite adept at dealing with others. • Automatic Languages: Lylatian Basic
There are several Lylatian subspecies. Falco Lombardi is an Avian, and as such receives the following additional traits: • +2 Dexterity, -2 Constitution. Avians are agile and swift, but their hollow bone structure makes them somewhat frail. • Avians my re-roll any Pilot check, but they must accept the second result, even if it is worse. Though Avians long ago lost the ability to naturally fly, they are still consummate pilots. Pilot is always a class skill for Avians. • Automatic Language: Avian
"Hold still and lemme shoot you!"
Falco here is based partially off of his appearance in StarFox 64 and partially off of his appearance in Super Smash Brothers Melee. He's got a heavy pistol, representing the fact that his pistol in Melee could dish out more damage than Fox's. Melee also contributed to his Martial Arts I feat and level in Gunslinger. He did also have Power Blast, but alas I had only so many feats to toss around, and Power Blast strikes me more as representing a charged shot (like what Samus does) rather than just shooting with more force.
Lacking Starships of the Galaxy as I do, I was unable to build an Arwing from the ground up. Someone else can feel free to.
I'd love to take credit for this one, but alas, I found it on the RPGnet forums:
Praetorian86]The Fonz - SWSE - CL 20
Medium Human noble 4/scoundrel 7/scout 1/soldier 5/ace pilot 1/military engineer 2 Force 16 Init +13 wrote:
The Fonz - SWSE - CL 20
Medium Human noble 4/scoundrel 7/scout 1/soldier 5/ace pilot 1/military engineer 2 Force 16 Init +13; Senses Perception +11 Languages Basic
Defenses Ref 19 (flat-footed 15), Fort 34, Will 33; Vehicular Combat hp 147; Threshold 34
Speed 6 squares Melee combat gloves +17 (1d6+14) or Melee combat gloves +15 (2d6+14) with Rapid Strike or Melee combat gloves +12/+12 (1d6+14) with Double Attack or Melee combat gloves +10/+10 (2d6+14) with Double Attack and Rapid Strike or Melee fusion cutter +12 (2d6+13) or Melee laser welder +12 (1d8+13) or Melee power prybar +12 (1d8+13) Ranged blaster pistol +17 (3d6+10) or Ranged blaster pistol +15 (4d6+10) with Rapid Shot or Ranged blaster pistol +12/+12 (3d6+10) with Double Attack or Ranged blaster pistol +10/+10 (4d6+10) with Double Attack and Rapid Shot Base Atk +14; Grp +17 Atk Options Double Attack (pistols, simple), Point Blank Shot, Rapid Shot, Rapid Strike, Trip Special Actions Disruptive, Fool's Luck, Gearhead, Quick Draw, Quick Fix, Quick Skill, Shake It Off
Abilities Str 16, Dex 17, Con 14, Int 11, Wis 13, Cha 18 Talents Cantina Brawler, Disruptive, Educated, Fool's Luck, Jury Rigger, Labrynthine Mind, Problem Solver, Quick Fix, Renowned Pilot, Repairs on the Fly, Spontaneous Skill Feats Armor Proficiency (light), Desperate Gambit, Double Attack (pistols, simple), Gearhead, Martial Arts I, Point Blank Shot, Quick Draw, Quick Skill, Rapid Shot, Rapid Strike, Shake it Off, Skill Focus (Mechanics, Pilot), Superior Tech, Tech Specialist, Trip, Vehicular Combat, Weapon Proficiency (pistols, simple) Skills Endurance +17, Mechanics +20 (may reroll to accomplish a jury-rigged repair but must keep the result of the reroll even if worse), Persuasion +19, Pilot +23, Use Computer +15 Possessions blaster pistol, combat gloves, fusion cutter, laser welder, power prybar, tracker utility vest (+1 armor), utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), hip holster
Swoop CL 17
Large ground vehicle (speeder) Init +29; Senses Perception +11
Defenses Ref 36 (flat-footed 29), Fort 13; +0 armor hp 20; DR 5; Threshold 18
Speed 15 squares (max. velocity 750km/h) Fighting Space 1x1; Cover 5 Base Atk +14; Grp +22 Atk Options, Rapid Shot Abilities Str 16, Dex 24, Con --, Int 16 Skills Initiative +19, Mechanics +20, Perception +11, Pilot +29
Crew 1 (The Fonz); Passengers none Cargo 2kg; Consumables ; Carried Craft none ; Using Nav: None Availability Licensed
I know the Fonz probably shouldn't have "Educated" but it was necessary to get Spontaneous Skill.
Alas, I don't actually have time to do a full write up right now, but here's my quick-n-dirty rundown for the Farscape gang either by the end of Peacekeeper Wars or at the time of their death, if appropriate. Spoiler-free, though.
I'm not so sure about the Force Adept levels for Scorpius. All I have to go on is his innate ability to know when people are lying and the one time he (or Harvey, rather) kicked Zhaan's ass in a psychic battle.
Any build of The Bride without Whirlwind Attack is missing something. :D
Seriously, the scene with her vs. the Crazy 88s is my go-to example for whenever someone asks what WWA looks like.
Otherwise, those are some good ideas, there.
I thought about putting it in there, but decided that IF she had whirlwind attack, the fight would have been a lot less cool, because it would be over in a few seconds. I instead gave her other ways to kill multiple crazy 88s simultaneously.
Altaïr CL 10 Human Scout 3/Scoundrel 3/Soldier 1/Assassin 3 Destiny 1; Force 7; Dark Side 11 Init +12; Senses Perception +17
Defenses Ref 26 (flat-footed 24), Fort 23, Will 23 hp 76; Threshold 23
Speed 8 squares Melee sword +10 (2d10+11) or Melee wrist blade +11 (1d4+7) or Ranged throwing knife +10 (1d4+7) Base Atk +8; Grp +10 Atk Options Dastardly Strike, Murderous Arts I, Murderous Arts II, Point Blank Shot, Precise Shot, Sneak Attack +1d6, Sniper Special Actions Conditioning, Mark +1
Abilities Str 14, Dex 15, Con 13, Int 14, Wis 12, Cha 10 Talents Blend In, Counterpunch, Dastardly Strike, Long Stride, Murderous Arts I, Murderous Arts II, Sneak Attack +1d6, Surefooted, Special Qualities Mark +1 Feats Armor Proficiency (light), Conditioning, Exotic Weapon Proficiency (sword), Point Blank Shot, Precise Shot, Skill Focus (Acrobatics, Climb, Perception), Sniper, Weapon Proficiency (rifles, pistols, simple) Skills Acrobatics +17, Climb +17, Initiative +12, Jump +12, Knowledge (life sciences) +12, Perception +17, Ride +12, Stealth +12 (can substitute for deception for deceptive appearance) Possessions sword (treat as ryyk blade with tech specialist +2 damage), throwing knives, wrist blade (treat as spring loaded knife with tech specialist attack +1)