To the GM’s: Post your NPC or encounter requests here, and my fellow board members and I will create them for you, stats and everything! We will include an extended statblock and a suggested strategy so you know how to use the various abilities that the NPC’s have.
What we need from you is a couple of important details.
Copy this box and paste it into your reply:
*Archetype: *Encounter Difficulty: Number of opponents: Any Race: Any Any other details:
*required
Here is how to fill out the box.
Archetype: Give me a general description of the NPC’s or type of encounter.
Example entries: -A gang leader & his thugs -A couple of concealed snipers -A Sith Lord and his apprentices -A couple of Jedi Guardians -An imperial officer & his unit -A con artist -A Hutt crime lord and his lackeys -A group of security officers -An assassin -A Jedi on the run -A bounty hunter and his droids -A group of imperial knights -A pirate captain and his crew -A saboteur -A couple Jedi Knights and their padawans -A group of mercenaries -A spy -A group of Mandalorians -A noble and his bodyguards -A group of Jensaarai -A droid commander and his unit -A computer slicer and his droid bodyguards -An undercover agent -A melee duelist -A couple of Inquisitors -A brute and his sharpshooters -A group of martial artists
Encounter Difficulty: Encounter Difficulty is measured by the calculations listed in the Core Rulebook page 247. In short, 1 NPC has an Encounter Difficulty equal to its Challenge Level. Multiple NPC’s have an Encounter Difficulty equal to their Challenge Levels added up, then divided by 3 (round down), OR the highest single Challenge Level + 2, whichever is higher.
If you don’t know what your Encounter Difficulty should be, just tell me how many players you have and their average level. Then tell me if you want an “average” encounter difficulty or “difficult” encounter difficulty.
Example entries: -3 (average difficulty for 4 level 3 players) -7 (average difficulty for 4 level 7 players) -10 (difficult encounter for 4 level 8 players) -14 (average encounter for 5 level 13 players) -average encounter for 4 level 6 players -difficult encounter for 5 level 10 players -average encounter for 3 level 14 players
Number of opponents: Any number. The book says 2 to 6 opponents work best, but you can have anywhere from 1 to 12. If you don’t care, just say “any” or leave this entry out, and we’ll create a good mix of low-level and high-level NPC’s.
Example entries: -Any number
Race: Is there a race preference? Must they all be of one race, or mixed races? If there’s no race preference, just say “any” or leave this entry out, and we will use the appropriate races.
Example entries: -1 Rodian + any others -All Wookies -Gamorreans and Trandoshans -All the same -Mixed random -1 exotic race + all Twileks for the others
Any other details: You can include and other details, but they are not necessary. Example details are: Specific weapons, feats, talents, classes, or force powers you want an NPC to have. The planet the encounter will take place (this may help in deciding which races to include in the encounter).
Here’s an example request:
Archetype: A gang leader & his thugs Encounter Difficulty: Average difficulty for 5 level 3 PC’s Race: Zabrak leader and any others Number of opponents: Any Any other details: Takes place on Nar Shadaa
Saga Edition RPG resource documents & reference tools: Compiled files of all resource documents & reference tools - NPCs, character sheets, Dawn of Defiance, Force and lightsaber form power cards, Jedi Counseling articles, NPC statblocks, Saga Index to all feats, talents, species, weapons, etc, Star Wars articles and web enhancements
Archetype: A group of Rebels trying to keeep the Imperial heroes away from a certain cantina....The one where their leader usually hangs out.
Encounter Difficulty:Slightly above average for 4 3rd level PCs.
Number of Opponents: 3
Race: 1 Wookiee+2 Humans
Details: Ok, a coupla things. First, the Wookie should be roughly 3 times higher level than the Humans. He should be really good at brawling, and ok with a bnlaster pistol (Maybe Deaeye?). Also, they should all have blasters.
We summoned a devil once. All we used was the D&D books, too. It was pretty kwazy.
God of Arrested Development and Intelligence Resident Left Hand of Stalin and Banana Stand Grandstander Pie-Cooling-On-A-Windowsill of the House of Trolls In the morning HK'll be sober but you'll still be a meatbag. I know I misspell "Danke" in my posts. It's an inside joke. "Ten cents gets you nuts." -George Michael Spoiler:Show
''Being president is like running a cemetery: you've got a lot of people under you and nobody's listening.'' —Bill Clinton
Marketing and design are two different things. For instance the snuggy was designed for people in wheel chairs and marketed to people that are too incompetent to operate a blanket.
You are not a moral man. There are not enough middle fingers in the world for you.
"Heroes"...I wish I had those. I remember in my first-ever campaign one PC went around shootin all the unconscious baddies in the head to gain Dark Side Points...
Whaaaaaat?!??
Wow...way to waste perfectly good potential slaves.
Er...no wait I mean..uh...something not evil!
(Quotes screwed up on the next one, won't give the poster's name. It's in the Best Lines thread on the D&D forum)
First, an experience from a game I played in a few years back. Our DM didn't like 3.5 as a whole but liked parts of it. So he hands us a big ass rules packet for his modified FR campaign, complete with quotes from important NPC's on the front. I can't remember most of the HRs, just that some how gods like Cyric and Bhaal existed at the same time, despite the obvious problems there. In the end the game became a problem more because of the railroading than the HRs, but it ended with this classic line, after our ranger tried to disarm the strange woman following us WITH HIS BOW: DM: You just killed (insert random noble sounding name here) JP: Was she important? Jack: Dude, she's quoted on the front of the rules packet!
"Why in the wide,wide, world of all things irrational would I help you? -Daniel Jackson "Fun will now commence." -Seven of Nine
Cut the last encounter on your way out after dealing with the Darth. He's the BBEG. Treat him as such. Play up that Darth Revan is THAT much of a badarse. When the shuttle landed, I had no less than 13 JEDI MASTERS step off the shuttle. The PCs were slack-jawed. After the meetup with Bastila (as she's carrying Revan's body), only TWO jedi masters remained with her. Let me tell you, the player whining about not getting to fight Revan himself shut up pretty quickly when he saw that.
1. Cleric cast protection from fire on Tank. 2. Tank goes in and get surrounded by enemies. 3. Wizard cast fireball and blows them up. 4. ??? 5. Profit
I go by the saying," If it ain't friendly fire then it's not working."
Archetype: A group of Rebels trying to keeep the Imperial heroes away from a certain cantina....The one where their leader usually hangs out.
Encounter Difficulty:Slightly above average for 4 3rd level PCs.
Number of Opponents: 3
Race: 1 Wookiee+2 Humans
Details: Ok, a coupla things. First, the Wookie should be roughly 3 times higher level than the Humans. He should be really good at brawling, and ok with a bnlaster pistol (Maybe Deaeye?). Also, they should all have blasters.
Saga Edition RPG resource documents & reference tools: Compiled files of all resource documents & reference tools - NPCs, character sheets, Dawn of Defiance, Force and lightsaber form power cards, Jedi Counseling articles, NPC statblocks, Saga Index to all feats, talents, species, weapons, etc, Star Wars articles and web enhancements
We summoned a devil once. All we used was the D&D books, too. It was pretty kwazy.
God of Arrested Development and Intelligence Resident Left Hand of Stalin and Banana Stand Grandstander Pie-Cooling-On-A-Windowsill of the House of Trolls In the morning HK'll be sober but you'll still be a meatbag. I know I misspell "Danke" in my posts. It's an inside joke. "Ten cents gets you nuts." -George Michael Spoiler:Show
''Being president is like running a cemetery: you've got a lot of people under you and nobody's listening.'' —Bill Clinton
Marketing and design are two different things. For instance the snuggy was designed for people in wheel chairs and marketed to people that are too incompetent to operate a blanket.
You are not a moral man. There are not enough middle fingers in the world for you.
"Heroes"...I wish I had those. I remember in my first-ever campaign one PC went around shootin all the unconscious baddies in the head to gain Dark Side Points...
Whaaaaaat?!??
Wow...way to waste perfectly good potential slaves.
Er...no wait I mean..uh...something not evil!
(Quotes screwed up on the next one, won't give the poster's name. It's in the Best Lines thread on the D&D forum)
First, an experience from a game I played in a few years back. Our DM didn't like 3.5 as a whole but liked parts of it. So he hands us a big ass rules packet for his modified FR campaign, complete with quotes from important NPC's on the front. I can't remember most of the HRs, just that some how gods like Cyric and Bhaal existed at the same time, despite the obvious problems there. In the end the game became a problem more because of the railroading than the HRs, but it ended with this classic line, after our ranger tried to disarm the strange woman following us WITH HIS BOW: DM: You just killed (insert random noble sounding name here) JP: Was she important? Jack: Dude, she's quoted on the front of the rules packet!
"Why in the wide,wide, world of all things irrational would I help you? -Daniel Jackson "Fun will now commence." -Seven of Nine
Cut the last encounter on your way out after dealing with the Darth. He's the BBEG. Treat him as such. Play up that Darth Revan is THAT much of a badarse. When the shuttle landed, I had no less than 13 JEDI MASTERS step off the shuttle. The PCs were slack-jawed. After the meetup with Bastila (as she's carrying Revan's body), only TWO jedi masters remained with her. Let me tell you, the player whining about not getting to fight Revan himself shut up pretty quickly when he saw that.
1. Cleric cast protection from fire on Tank. 2. Tank goes in and get surrounded by enemies. 3. Wizard cast fireball and blows them up. 4. ??? 5. Profit
I go by the saying," If it ain't friendly fire then it's not working."
I tried my best to adhere to all your criteria. I couldn't give anyone Deadeye because it requires a BAB +4.
Here is your encounter:
1 Wookie Brawler Leader CL3 2 Human Rebels CL1
Roarbacca, Wookie Brawler CL 3 Medium Wookiee soldier 3 Force 2 Init +7; Senses Perception -1 Languages Basic (understand only), Shyriiwook Defenses Ref 19 (flat-footed 17), Fort 20, Will 11 hp 50; Threshold 20 Speed 4 squares Melee combat gloves +8 (1d6+11) or Melee combat gloves +13 (1d6+11) with Hammerblow Ranged blaster carbine +4 (3d8+1) or Ranged blaster carbine -1 (3d8+1) with autofire Base Atk +3; Grp +10 Atk Options autofire (blaster carbine), Crush, Hammerblow, Pin Special Actions Rage 1/day Abilities Str 20, Dex 12, Con 16, Int 8, Wis 6, Cha 9 Special Qualities Expert Climber, Intimidating Talents Expert Grappler, Hammerblow Feats Armor Proficiency (light, medium), Crush, Martial Arts I, Pin, Weapon Proficiency (pistols, rifles, simple) Trained Skills Climb +6 (may take 10 even when distracted or threatened), Endurance +9, Initiative +7, Jump +6 (may take 10 even when distracted or threatened), Persuasion +0 (may reroll to intimidate others but must keep the result of the reroll even if worse) Untrained Skills Acrobatics +2, Climb +6 (may take 10 even when distracted or threatened), Deception +0, Gather Information +0, Jump +6, Knowledge +0, Mechanics +0, Perception -1, Persuasion +0 (may reroll to intimidate others but must keep the result of the reroll even if worse), Pilot +2, Ride +2, Stealth +2, Survival -1, Swim +6, Treat Injury -1, Use Computer +0 Possessions blaster carbine, combat gloves (modified with Superior Tech +5 damage), Republic combat armor (+6 armor, +2 equipment)
Boost Options Force 2 (1d6) Second Wind +16 HP at 25 HP or less (swift action)
Preferred Strategy: Round 1 Start raging as a swift action. Rage grants +2 rage bonus on melee attack and damage rolls. Rage will last for 8 rounds, after which Wookie will move -1 persistent step down the CT.
Move in towards the most dangerous attacker and use Pin and Crush (make an unarmed attack vs Reflex. Then make opposed grapple checks. If succeed, Pin opponent and Crush to deal damage). The pinned opponent cannot move or take any action while pinned and loses its Dexterity bonus to Reflex Defense. If you need more details on grappling, see Core Rulebook pg. 153.
Other Rounds Use Grapple to continue Pinning and Crushing. That will take care of the strongest opponent, since he won’t be able to move or do anything.
Preferred Attack Options Melee unarmed +15 (to initiate grapple) while Raging Grapple +10; Crush (1d6+13) while Raging
Melee combat gloves +15 (1d6+13) while Raging Ranged blaster carbine +4 (3d8+1) or Ranged blaster carbine -1 (3d8+1, 2x2 area) with autofire
Notes Crush If you successfully pin an opponent with a grapple attack, you can immediately deal bludgeoning damage to it equal to your unarmed damage.
Expert Grappler gain a +2 competence bonus on grapple attacks.
Hammerblow If you are unarmed and holding no items, you double your Strength bonus on unarmed attack rolls.
Martial Arts I Damage dealt by your unarmed attacks increases by one die step: 1d4 becomes 1d6. In addition, you gain a +1 dodge bonus to your Reflex Defense. Also, unarmed attacks do not provoke attacks of opportunity from armed foes.
Pin If you succeed on a grappling attack and your opponent fails their opposed grapple check, they are automatically pinned until the start of your next turn. A pinned creature cannot move or take any action while pinned and loses its Dexterity bonus (if any) to Reflex Defense.
Rebel CL 1 Medium Human soldier 1 Force 1 Init +8; Senses Perception +5 Languages Basic, Shyriiwook Defenses Ref 18 (flat-footed 15), Fort 15, Will 11 hp 31; Threshold 15 Speed 6 squares Ranged blaster carbine +5 (3d8) or Ranged blaster carbine +0 (3d8) with autofire Melee knife +2 (1d4+1) Base Atk +1; Grp +4 Atk Options Autofire (blaster carbine), Comrades in Arms, Desperate Gambit Abilities Str 12, Dex 16, Con 13, Int 12, Wis 10, Cha 8 Talents Comrades in Arms Feats Armor Proficiency (light, medium), Desperate Gambit, Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple) Trained Skills Initiative +8, Mechanics +6, Perception +5, Pilot +8, Use Computer +6 Untrained Skills Acrobatics +3, Climb +1, Deception -1, Endurance +1, Gather Information -1, Jump +1, Knowledge +1, Persuasion -1, Ride +3, Stealth +3, Survival +0, Swim +1, Treat Injury +0 Possessions blaster carbine, knife, Republic light armor (+4 armor, +1 equipment)
Boost Options Force 1 (1d6) Second Wind +13 HP at 15 HP or less (swift action)
Preferred Strategy: Stay within 3 squares of an ally to gain +1 attack benefit from Comrades In Arms
Preferred Attack Options Ranged blaster carbine* +6 (3d8+1) within point blank (30sq) Ranged blaster carbine* +1 (3d8+1, 2x2 area) with autofire within point blank (30sq) Melee knife* +2 (1d4+1) *If you are within 3 squares of an ally, gain +1 attack *If you miss, can reroll attack with -2 Ref penalty. If you miss due to natural 1, then Ref penalty is -5.
Notes Comrades in Arms Whenever you are within 3 squares of an ally, you gain a +1 circumstance bonus to all melee and ranged attack rolls.
Desperate Gambit Once per turn when you miss on an attack roll, you can reroll the attack in exchange for a –2 penalty to Reflex Defense until the end of your next turn. You can still use this feat if your first attack missed because you rolled a natural 1, although you take a –5 penalty to Reflex Defense instead. The result of the reroll must be accepted even if it is worse.
Saga Edition RPG resource documents & reference tools: Compiled files of all resource documents & reference tools - NPCs, character sheets, Dawn of Defiance, Force and lightsaber form power cards, Jedi Counseling articles, NPC statblocks, Saga Index to all feats, talents, species, weapons, etc, Star Wars articles and web enhancements
I tried my best to adhere to all your criteria. I couldn't give anyone Deadeye because it requires a BAB +4.
Here is your encounter:
1 Wookie Brawler Leader CL3 2 Human Rebels CL1
Roarbacca, Wookie Brawler CL 3 Medium Wookiee soldier 3 Force 2 Init +7; Senses Perception -1 Languages Basic (understand only), Shyriiwook Defenses Ref 19 (flat-footed 17), Fort 20, Will 11 hp 50; Threshold 20 Speed 4 squares Melee combat gloves +8 (1d6+11) or Melee combat gloves +13 (1d6+11) with Hammerblow Ranged blaster carbine +4 (3d8+1) or Ranged blaster carbine -1 (3d8+1) with autofire Base Atk +3; Grp +10 Atk Options autofire (blaster carbine), Crush, Hammerblow, Pin Special Actions Rage 1/day Abilities Str 20, Dex 12, Con 16, Int 8, Wis 6, Cha 9 Special Qualities Expert Climber, Intimidating Talents Expert Grappler, Hammerblow Feats Armor Proficiency (light, medium), Crush, Martial Arts I, Pin, Weapon Proficiency (pistols, rifles, simple) Trained Skills Climb +6 (may take 10 even when distracted or threatened), Endurance +9, Initiative +7, Jump +6 (may take 10 even when distracted or threatened), Persuasion +0 (may reroll to intimidate others but must keep the result of the reroll even if worse) Untrained Skills Acrobatics +2, Climb +6 (may take 10 even when distracted or threatened), Deception +0, Gather Information +0, Jump +6, Knowledge +0, Mechanics +0, Perception -1, Persuasion +0 (may reroll to intimidate others but must keep the result of the reroll even if worse), Pilot +2, Ride +2, Stealth +2, Survival -1, Swim +6, Treat Injury -1, Use Computer +0 Possessions blaster carbine, combat gloves (modified with Superior Tech +5 damage), Republic combat armor (+6 armor, +2 equipment)
Boost Options Force 2 (1d6) Second Wind +16 HP at 25 HP or less (swift action)
Preferred Strategy: Round 1 Start raging as a swift action. Rage grants +2 rage bonus on melee attack and damage rolls. Rage will last for 8 rounds, after which Wookie will move -1 persistent step down the CT.
Move in towards the most dangerous attacker and use Pin and Crush (make an unarmed attack vs Reflex. Then make opposed grapple checks. If succeed, Pin opponent and Crush to deal damage). The pinned opponent cannot move or take any action while pinned and loses its Dexterity bonus to Reflex Defense. If you need more details on grappling, see Core Rulebook pg. 153.
Other Rounds Use Grapple to continue Pinning and Crushing. That will take care of the strongest opponent, since he won’t be able to move or do anything.
Preferred Attack Options Melee unarmed +15 (to initiate grapple) while Raging Grapple +10; Crush (1d6+13) while Raging
Melee combat gloves +15 (1d6+13) while Raging Ranged blaster carbine +4 (3d8+1) or Ranged blaster carbine -1 (3d8+1, 2x2 area) with autofire
Notes Crush If you successfully pin an opponent with a grapple attack, you can immediately deal bludgeoning damage to it equal to your unarmed damage.
Expert Grappler gain a +2 competence bonus on grapple attacks.
Hammerblow If you are unarmed and holding no items, you double your Strength bonus on unarmed attack rolls.
Martial Arts I Damage dealt by your unarmed attacks increases by one die step: 1d4 becomes 1d6. In addition, you gain a +1 dodge bonus to your Reflex Defense. Also, unarmed attacks do not provoke attacks of opportunity from armed foes.
Pin If you succeed on a grappling attack and your opponent fails their opposed grapple check, they are automatically pinned until the start of your next turn. A pinned creature cannot move or take any action while pinned and loses its Dexterity bonus (if any) to Reflex Defense.
Rebel CL 1 Medium Human soldier 1 Force 1 Init +8; Senses Perception +5 Languages Basic, Shyriiwook Defenses Ref 18 (flat-footed 15), Fort 15, Will 11 hp 31; Threshold 15 Speed 6 squares Ranged blaster carbine +5 (3d8) or Ranged blaster carbine +0 (3d8) with autofire Melee knife +2 (1d4+1) Base Atk +1; Grp +4 Atk Options Autofire (blaster carbine), Comrades in Arms, Desperate Gambit Abilities Str 12, Dex 16, Con 13, Int 12, Wis 10, Cha 8 Talents Comrades in Arms Feats Armor Proficiency (light, medium), Desperate Gambit, Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple) Trained Skills Initiative +8, Mechanics +6, Perception +5, Pilot +8, Use Computer +6 Untrained Skills Acrobatics +3, Climb +1, Deception -1, Endurance +1, Gather Information -1, Jump +1, Knowledge +1, Persuasion -1, Ride +3, Stealth +3, Survival +0, Swim +1, Treat Injury +0 Possessions blaster carbine, knife, Republic light armor (+4 armor, +1 equipment)
Boost Options Force 1 (1d6) Second Wind +13 HP at 15 HP or less (swift action)
Preferred Strategy: Stay within 3 squares of an ally to gain +1 attack benefit from Comrades In Arms
Preferred Attack Options Ranged blaster carbine* +6 (3d8+1) within point blank (30sq) Ranged blaster carbine* +1 (3d8+1, 2x2 area) with autofire within point blank (30sq) Melee knife* +2 (1d4+1) *If you are within 3 squares of an ally, gain +1 attack *If you miss, can reroll attack with -2 Ref penalty. If you miss due to natural 1, then Ref penalty is -5.
Notes Comrades in Arms Whenever you are within 3 squares of an ally, you gain a +1 circumstance bonus to all melee and ranged attack rolls.
Desperate Gambit Once per turn when you miss on an attack roll, you can reroll the attack in exchange for a –2 penalty to Reflex Defense until the end of your next turn. You can still use this feat if your first attack missed because you rolled a natural 1, although you take a –5 penalty to Reflex Defense instead. The result of the reroll must be accepted even if it is worse.
We summoned a devil once. All we used was the D&D books, too. It was pretty kwazy.
God of Arrested Development and Intelligence Resident Left Hand of Stalin and Banana Stand Grandstander Pie-Cooling-On-A-Windowsill of the House of Trolls In the morning HK'll be sober but you'll still be a meatbag. I know I misspell "Danke" in my posts. It's an inside joke. "Ten cents gets you nuts." -George Michael Spoiler:Show
''Being president is like running a cemetery: you've got a lot of people under you and nobody's listening.'' —Bill Clinton
Marketing and design are two different things. For instance the snuggy was designed for people in wheel chairs and marketed to people that are too incompetent to operate a blanket.
You are not a moral man. There are not enough middle fingers in the world for you.
"Heroes"...I wish I had those. I remember in my first-ever campaign one PC went around shootin all the unconscious baddies in the head to gain Dark Side Points...
Whaaaaaat?!??
Wow...way to waste perfectly good potential slaves.
Er...no wait I mean..uh...something not evil!
(Quotes screwed up on the next one, won't give the poster's name. It's in the Best Lines thread on the D&D forum)
First, an experience from a game I played in a few years back. Our DM didn't like 3.5 as a whole but liked parts of it. So he hands us a big ass rules packet for his modified FR campaign, complete with quotes from important NPC's on the front. I can't remember most of the HRs, just that some how gods like Cyric and Bhaal existed at the same time, despite the obvious problems there. In the end the game became a problem more because of the railroading than the HRs, but it ended with this classic line, after our ranger tried to disarm the strange woman following us WITH HIS BOW: DM: You just killed (insert random noble sounding name here) JP: Was she important? Jack: Dude, she's quoted on the front of the rules packet!
"Why in the wide,wide, world of all things irrational would I help you? -Daniel Jackson "Fun will now commence." -Seven of Nine
Cut the last encounter on your way out after dealing with the Darth. He's the BBEG. Treat him as such. Play up that Darth Revan is THAT much of a badarse. When the shuttle landed, I had no less than 13 JEDI MASTERS step off the shuttle. The PCs were slack-jawed. After the meetup with Bastila (as she's carrying Revan's body), only TWO jedi masters remained with her. Let me tell you, the player whining about not getting to fight Revan himself shut up pretty quickly when he saw that.
1. Cleric cast protection from fire on Tank. 2. Tank goes in and get surrounded by enemies. 3. Wizard cast fireball and blows them up. 4. ??? 5. Profit
I go by the saying," If it ain't friendly fire then it's not working."
Saga Edition RPG resource documents & reference tools: Compiled files of all resource documents & reference tools - NPCs, character sheets, Dawn of Defiance, Force and lightsaber form power cards, Jedi Counseling articles, NPC statblocks, Saga Index to all feats, talents, species, weapons, etc, Star Wars articles and web enhancements
*Archetype: A Sith Apprentice and her lackeys *Encounter Difficulty: 7 5th level players Number of opponents: Any Race: Human, Zabrak, and Twi'lek
Any other details: Encounter will take place on Ryloth, inside a Starport, the Apprentice uses a double-bladed lightsaber and the Stolen Form of Juyo.
Warning: This encounter will be difficult for your PC’s. In order to adhere to your criteria, I had to give the Sith Apprentice Juyo, which meant a minimum level of 10 (prerequisite for Juyo is BAB +10). The Encounter Difficulty is now 4 higher than an average encounter difficulty for your PC’s, which may result in some dead PC’s. I reduced the levels of the supporting characters to balance the power.
Ashura, Sith Apprentice CL 10 Medium Female Human Jedi 7/Sith apprentice 3 Force 4; Dark Side 14 Init +13; Senses Perception +7 Languages Basic Defenses Ref 25 (flat-footed 22), Fort 22, Will 24; Deflect, Elusive Target hp 79; Threshold 22 Speed 6 squares Melee double-bladed lightsaber +14 (2d8+17) with both hands (1 attack only) Melee double-bladed lightsaber +14 (2d8+15) and double-bladed lightsaber +14 (2d8+15) Ranged Redirect Shot +13 Base Atk +10; Grp +13 Atk Options Accelerated Strike, Attack Combo (Melee), Dual Weapon Mastery Special Actions Juyo, Redirect Shot Force Powers Known (Use The Force +17) Battle Strike, Dark Rage, Makashi Riposte (2), Shien Deflection (2) Force Techniques Improved Dark Rage Abilities Str 14, Dex 16, Con 10, Int 9, Wis 14, Cha 14 Talents Deflect, Elusive Target, Juyo, Multiattack Proficiency (lightsabers), Redirect Shot, Stolen Form, Weapon Specialization (lightsabers) Feats Accelerated Strike, Attack Combo (Melee), Dual Weapon Mastery I, Dual Weapon Mastery II, Force Sensitivity, Force Training (2), Skill Focus (Use the Force), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple) Trained Skills Initiative +13, Use the Force +17 Untrained Skills Acrobatics +8, Climb +7, Deception +7, Endurance +5, Gather Information +7, Jump +7, Knowledge +4, Mechanics +4, Perception +7, Persuasion +7, Pilot +8, Ride +8, Stealth +8, Survival +7, Swim +7, Treat Injury +7, Use Computer +4 Possessions double-bladed lightsaber (self built; superior tech mod +5 damage), 1 backup lightsaber
Preferred Strategy: Use Juyo and Dark Rage with a FP to make its effects last until the end of the encounter. Move in and attack with double-bladed lightsaber. Use Accelerated Strike to make dual attacks as standard action while using Battlestike. If attacked with ranged weapon, use Deflect, Redirect Shot, and Shien Deflection. If attacked with melee, use Makashi riposte.
Boost Options Force 4 (best of 2d6) Second Wind +19 HP at 39 HP or less (swift action)
Defensive Reactions Elusive Target When fighting in melee combat, opponents attacking you with ranged attacks take a –5 penalty; stacks with the normal –5 penalty for firing into melee. Deflect & Redirect Shot Make UtF check vs ranged attack roll. If succeed, can Redirect by making ranged attack roll. If succeed on ranged autofire attack, take half damage. Take a cumulative –5 penalty on your Use the Force check for every time you have used Block or Deflect since the beginning of your last turn
Makashi riposte Retaliate when attacked by melee, make UtF check
Shien deflection Retaliate when attacked by ranged, make UtF check
Preferred Attack Options Melee double-bladed lightsaber +14 (2d8+17) with both hands (1 attack only) Melee double-bladed lightsaber* +14 (2d8+15) and double-bladed lightsaber* +14 (2d8+15) *If hit with both attacks against 1 target, any additional melee attacks you make until the end of your next turn (including attacks of opportunity and attacks made as reactions) deal +1 die of damage. Ranged Redirect Shot +13 Round 1: -Swift: Use Juyo (requires a FP). Select a target, then reroll your first attack against that target each round, keeping the better result. -Move/standard: Move in to melee range and attack or use charge. -Use defensive reactions as needed
Round 2: -Swift: Use Dark Rage with a FP to make its effects last until the end of the encounter -Swift: Use Battle Strike -Standard: Make 2 lightsaber attacks with Accelarated Strike. -Use defensive reactions as needed
Round 3 and beyond: -Full-round: Make 2 lightsaber attacks -Use defensive reactions as needed
Notes Force Powers Battle Strike You use the Force to enhance your battle prowess. Time: Swift action. Target: You. Make a Use the Force check. The result of the check determines the effect, if any: DC 15: Gain a +1 Force bonus on your next attack roll made before the end of your next turn and deal an additional 1d6 points of damage if the attack hits. DC 20: As DC 15, except you deal an additional 2d6 points of damage. DC 25: As DC 15, except you deal an additional 3d6 points of damage. Special: You can spend a Force Point to deal an additional 2d6 points of damage on your next attack.
Dark Rage [Dark Side] You become enraged as the dark side flows through you. Time: Swift action. Target: You. Make a Use the Force check. The result of the check determines the effect, if any: DC 15: You gain a +2 rage bonus on melee attack rolls and melee damage rolls until the end of your turn. DC 20: As DC 15, except the rage bonuses increase to +4. DC 25: As DC 15, except the rage bonuses increase to +6. Special: You can spend a Force Point to extend the duration of your dark rage until the end of the encounter.
Makashi riposte Time: Reaction (when an adjacent opponent makes a melee attack against you). Target: You plus one enemy within your reach. Make a Use the Force check. Compare the result of your Use the Force check against the attack roll of the incoming attack. If your Use the Force check equals or exceeds the incoming attack roll, the attack deals half damage on a hit. Additionally, you can make a single melee attack with a lightsaber against your target after the damage is resolved. You deal half damage to the target on a miss. Special: You can spend a Force Point to take no damage from the incoming attack if your skill check equals or exceeds the attack roll of the incoming attack.
Shien deflection Time: Reaction (when an enemy makes a non-area ranged attack against you). Targets: You plus one enemy within your reach. Make a Use the Force check. The result of the check determines the result, if any. DC 15: Compare the result of your Use the Force check against the attack roll of the incoming attack. If your Use the Force check equals or exceeds the incoming attack roll, the attack deals half damage on a hit. You can then move up to your speed toward your attacker, and if you end your movement within reach of your attacker, you can make a single melee attack with a lightsaber against that target. DC 20: As DC 15, except you can move up to your speed + 2 squares. DC 25: As DC 15, except you can move up to your speed + 4 squares. DC 30: As DC 15, except you can move up to your speed + 6 squares. Special: You can spend a Force Point to take no damage from the incoming attack if your skill check equals or exceeds the attack roll of the incoming attack.
Force Techniques Improved Dark Rage can perform skills that require patience, can activate in surprise round
Talents Deflect You may negate a ranged attack by making a successful Use the Force check as a reaction. The DC of the skill check is equal to the result of the attack roll you wish to negate, and you take a cumulative –5 penalty on your Use the Force check for every time you have used Block or Deflect since the beginning of your last turn. You must have a lightsaber drawn and ignited to use this talent, and you must be aware of the attack and not be flatfooted. If you successfully use this talent against a ranged autofire attack or the Force lightning Force power, the attack deals half damage if the attack hits and no damage if it misses. This talent has no effect on other area attacks (such as grenades, missiles and flamethrowers) and cannot be used against attacks made by Colossal (frigate) or larger vehicles (unless the attack was made with a point-defense weapon). You may spend a Force Point to use this talent to negate an attack against an adjacent character.
Redirect Shot Once per round when you successfully deflect a blaster bolt, you can make an immediate ranged attack to redirect the attack to another target you have line of sight with. Apply the normal range penalties to the attack roll, not counting the distance the bolt traveled to reach you. If the attack succeeds, it deals normal weapon damage to the target. Only single blaster bolts can be redirected; autofire attacks and other types of projectiles cannot be redirected.
Elusive Target When fighting in melee combat, opponents attempting to target you with ranged attacks take a –5 penalty. This penalty stacks with the normal –5 penalty for firing into melee, making the total penalty to target you with ranged attacks –10.
Juyo Once per encounter as a swift action, you may spend a Force Point to designate an opponent. For the rest of the encounter, you may reroll your first attack roll each round against that opponent, keeping the better result.
Weapon Specialization (lightsabers) +3 damage with lightsabers
Feats Accelerated Strike Once per encounter when using only weapons with which you are proficient, you can take a full attack action as a standard action.
Attack Combo (Melee) If you hit a single target with two consecutive melee and/or unarmed attacks during the same turn, any additional melee or unarmed attacks you make until the end of your next turn (including attacks of opportunity and attacks made as reactions) deal +1 die of damage on a hit. This extra damage stacks with extra damage granted by other feats or talents.
Dual Weapon Mastery I & II When you attack with both ends of a double weapon as part of a full attack action you take a –2 penalty on all attack rolls until the start of your next turn
Zabrak Blade Hand CL 3 Medium Zabrak nonheroic 6/soldier 1 Force 1; Dark Side 4 Init +10; Senses heightened awareness; Perception +7 (may reroll but must keep the result of the reroll even if worse) Languages Basic, Zabrak Defenses Ref 19 (flat-footed 17), Fort 18, Will 11 hp 34; Threshold 18 Speed 6 squares Melee vibrosword +9 (2d8+6) with both hands or Melee vibrosword +9 (3d8+6) with Mighty Swing or Melee unarmed +8 (1d4+3) or Melee unarmed +8 (2d4+3) with Mighty Swing Ranged frag grenade +7 (4d6, 2-square burst) Base Atk +5; Grp +8 Atk Options Devastating Attack (advanced melee), Mighty Swing, Power Attack Abilities Str 16, Dex 14, Con 14, Int 8, Wis 8, Cha 8 Talents Devastating Attack Feats Armor Proficiency (light), Mighty Swing, Power Attack, Skill Training (Perception), Weapon Focus (advanced melee), Weapon Proficiency (advanced melee, simple) Trained Skills Initiative +10, Perception +7 (may reroll but must keep the result of the reroll even if worse) Untrained Skills Acrobatics +5, Climb +6, Deception +2, Endurance +5, Gather Information +2, Jump +6, Knowledge +2, Mechanics +2, Persuasion +2, Pilot +5, Ride +5, Stealth +5, Survival +2, Swim +6, Treat Injury +2, Use Computer +2 Possessions frag grenade, light battle armor (+5 armor, +2 equipment), vibrosword
Preferred Strategy: Move into position to use Mighty Swing each round.
Boost Options Force 1 (1d6) Second Wind +14 HP at 17 HP or less (swift action) Preferred Attack Options Melee vibrosword* +9 (2d8+6) with both hands Melee vibrosword* +9 (3d8+6) with Mighty Swing (2 consecutive swift actions) *treat damage threshold as 5 lower *Power Attack: -1 attack and +2 damage; up to -5 attack and +10 damage Ranged frag grenade +7 (4d6, 2-square burst) Melee unarmed +8 (1d4+3) Melee unarmed +8 (2d4+3) with Mighty Swing (2 consecutive swift actions)
Twi’lek Pawn CL 1 Medium Twi’lek nonheroic 4 Dark Side 1 Init +10; Senses low-light vision; Perception +0 Languages Basic, Lekku, Ryl Defenses Ref 17 (flat-footed 14), Fort 13, Will 8 hp 14; Threshold 13 Speed 6 squares Melee unarmed +3 (1d4) Ranged blaster carbine +7 (3d8) or Ranged blaster carbine +2 (3d8) with autofire Base Atk +3; Grp +6 Atk Options autofire (blaster carbine), Point Blank Shot Abilities Str 10, Dex 16, Con 12, Int 8, Wis 7, Cha 10 Special Qualities deceptive Feats Armor Proficiency (light), Point Blank Shot, Weapon Focus (rifles), Weapon Proficiency (rifles, simple) Trained Skills Initiative +10 Untrained Skills Acrobatics +5, Climb +2, Deception +2 (may reroll but must keep the result of the reroll even if worse), Endurance +3, Gather Information +2, Jump +2, +1, Mechanics +1, Perception +0, Persuasion +2, Pilot +5, Ride +5, Stealth +5, Survival +0, Swim +2, Treat Injury +0, Use Computer +1 Possessions blaster carbine, combat jumpsuit (+4 armor)
Preferred Strategy: Attack with blaster carbine. If you must fire into melee, use autofire.
Preferred Attack Options Ranged blaster carbine +8 (3d8+1) within point blank (30sq) Ranged blaster carbine +3 (3d8+1, 2x2 area) with autofire within point blank (30sq) Melee unarmed +3 (1d4)
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