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KOTOR Characters Meets Saga Edition

This document stats the various characters from Knights of the Old Republic 2. Several include seemingly overpowered “special abilities”, to reflect special abilities of the video game. Cheats for the game can be found here, among other places.

Important Note: Well, it would seem I misread the book, and after EVERY ONE OF THESE CHARACTERS (the KOTOR ones), was completed. See, it appears that I fudged up the multi-classing rules, and that the Defense bonuses don't quite stack the way I did them, nor do you get access to new skills; one needs to actually take Skill Training. Well, that's kinda silly, and also, I am too lazy to fix them all, right now. So, those are discrepancies, if anyone cares, possibly among others. I have listed "little fixes" under each one.


THE EXILE (ANTAEUS SOLO OR VALERIA NIVEUS)
The person known as the Exile (whether male or female) was once a member of the Jedi Order, until, during the time of the Mandalorian Wars, she left to fight, and, upon returning, was cast out. While in the war, the Exile was a general, serving Revan directly, and was responsible for several battles, among them the Battle of Serreco, the Battle of Dxun, and the Battle of Malachor V, where she ordered the use of the Mass Shadow Generator. Later, she went on to fight the Sith, defeat them, and, as the last trained Jedi in the galaxy, rebuild the Jedi Order, or she left to pursue Revan, and never returned; the truth is still a mystery.

The Exile (end of KOTOR II) CL 20
Medium Human Jedi 8/Jedi Knight 6/Noble 1/Officer 2/Jedi Master 3
Destiny 6; Force 17; Dark Side 2
Init +18; Senses Perception +20
Languages Basic, Binary, Durese, Huttese, Ithorese, Quarren, Shyriiwok, Sullustese Defenses Ref 42 (43) (flat-footed 39 [40]), Fort 39, Will 47 (48); Block
hp 178; Threshold 44

Speed 6 squares
Melee unarmed +22 (1d4+3) or Melee lightsaber +25 (2d8+3) or Melee lightsaber +20/+20 (2d8+3) with Double Attack or Melee lightsaber +15/+15/+15 (2d8+) with Triple Attack or Melee lightsaber +23 (3d8+3) with Rapid Strike or Melee lightsaber +20/18 (2d8+3/3d8+3) with Double Attack and Rapid Strike or Melee lightsaber +15/+15/+13 (2d8+3/3d8+3) with Triple Attack and Rapid Strike on the final swing
Ranged by weapon +22
Base Atk +19; Grp +22
Attack Options Double Attack, Rapid Strike, Triple Attack
Special Actions Command Cover Share Talent (Outmaneuver)
Force Powers Known (Use the Force +19): Battle Strike x3, Farseeing, Force Slam, Force Thrust, Mind Trick x2, Move Object x2, Vital Transfer
Force Secrets Multitarget Power, Quicken Power
Force Techniques Force Point Recovery, Force Power Mastery, Improved Force Trance

Abilities Str 17, Dex 16, Con 16, Int 17, Wis 20, Cha 18
Special Qualities Command Cover, Fearless, Serenity, Share Talent (outmaneuver)
Talents Adept Negotiator, Battle Meditation, Block, Born Leader, Damage Reduction 10, Force Perception, Force Persuasion, Greater Weapon Focus (lightsabers), Niman, Outmaneuver, Shii-Cho, Visions
Feats Double Attack, Force Sensitivity, Force Training x2, Improved Damage Threshold, Linguist, Melee Defense, Power Attack, Quick Draw, Rapid Strike, Strong in the Force, Triple Attack (lightsaber), Triple Crit, Weapon Focus (lightsabers), Weapon Proficiency (lightsaber), Weapon Proficiency (simple weapons)
Skills Gather Information +19, Initiative +18, Knowledge (galactic lore) +18, Knowledge (tactics) +18, Knowledge (technology) +18, Perception +20, Persuasion +19, Pilot +18, Treat Injury +20, Use Computer +18, Use the Force +19
Possessions Lightsaber (self-built) all-temperature cloak, sonic imprint scanner (as translator unit)

Force Bonds – this is a difficult power to peg down, precisely. The Exile has an innate ability to, sometimes even subconsciously, forge bonds with others. This allows the Exile to sway the thoughts of others, for good or ill, and they will follow, regardless of the rightness of such actions. This will be fleshed out later.
General – this version of the Exile does possess levels of Noble and Officer, due to service in the Mandalorian Wars, thus these adequately reflect this ability.
Translator – the Exile acquired a modified droid translator/vocabulator unit, which allows for near-instantaneous translation of any speech heard or spoken. Treat as if the Exile has the Polyglot feat, though only for speaking. Without it, the Exile is only familiar with approximately eight languages.

Standard Attack Strategy: The Exile is a great combatant, able to do battle with even the greatest Sith Lords, and win. He/she usually falls back on using a combination of Double Attack and Rapid Strike, taking a -7 to the attacks, but rolling 3d8 for each successful hit. If the opponent seems especially strong, the Exile will use Battle Strike ahead of the initial attack.

Fixes: class skills-End, Init, Kn (tactics), Perc., UtF; Class Bonus to Def- Fort 3 Ref 3 Will 4

THE HANDMAIDEN
The Handmaiden is a servant of Atris, born on the planet Telos. Like her sisters, she has been trained to fight Jedi, and is an expert in unarmed combat. If the Exile is a man, then the Handmaiden departed Telos with him, secretly, while if the Exile was a woman, she chose not to do so. She is an amazing melee warrior, especially without weapons, and after she learned to use the Force, she became only stronger.

The Handmaiden (end of KOTOR II) CL 16
Medium Human Soldier 11/Jedi 5
Destiny 12; Force 13; Dark Side 0
Init +16; Senses Perception +15
Languages Basic, Ryl, something

Defenses Ref 34 (flat-footed 31), Fort 32, Will 29; Block
hp 153; Threshold 32

Speed 6 squares
Melee unarmed +20 (1d10+12) or Melee unarmed +18 (2d10+12) with Rapid Strike or Melee +15/+15 (1d10+12) with Double Attack or Melee +13/+13 (2d10+12) with Double Attack and Rapid Strike
Ranged by weapon +19
Base Atk +16; Grp +19 (+21)
Attack Options Double Attack, Meless Defense, Pin, Triple Attack
Special Actions none
Force Powers Known (Use the Force +14): Battle Strike x2, Force Slam

Abilities Str 17, Dex 16, Con 16, Int 14, Wis 15, Cha 13
Talents Battle Analysis, Block, Elusive Target, Expert Grappler, Melee Smash, Stunning Strike, Tough as Nails, Unbalance Opponent
Feats Armor Proficiency (light), Armor Proficiency (medium), Cleave, Crush, Double Attack (simple), Force Sensitive, Force Training, Martial Arts I, Martial Arts II, Martial Arts III, Melee Defense, Pin, Power Attack, Rapid Strike, Triple Crit, Weapon Focus (unarmed strike), Weapon Proficiency (lightsabers), Weapon Proficiency (pistols), Weapon Proficiency (rifles), Weapon Proficiency (simple)
Skills Acrobatics +16, Climb +16, Endurance +16, Initiative +16, Jump +16, Knowledge (tactics) +15, Perception +15, Treat Injury +15, Use Computer +15, Use the Force +14
Possessions combat gloves, lightsaber, all-temperature cloak

Echani Training – I believe that the current mix of Martial Arts feats, Rapid Strike, Crush, and what have you adequately reflects the Handmaiden’s special training. Only if an additional web enhancement is produced, giving actual Echani feats, will I add such.

Standard Attack Strategy: The Handmaiden is an expert in melee combat, specifically unarmed. She can be as dangerous as a Jedi with a lightsaber, and this is how: she begins combat by identifying the most fearsome target, and then closing with them. Her initial strikes will dish out considerable damage (especially with Rapid Strike), and if they are still standing, she will often grapple them, and then break them in half. When she connects with her attack, she may make a grapple check (1d20+21), and if she rolls higher than the opponent (she will), she can inflict automatic damage as if with an unarmed strike. Her opponent will not be able to add Strength to attack or Grapple checks (Unbalance Opponent), and once grappled, they will be unable to move or attack, and their Reflex defense will be lacking a Dexterity bonus (Pin).


The Handmaiden, found at Wookieepedia

Fixes: class skills-Init, Kn (tactics), Perc., #; Class Bonus to Def- Fort 2 Ref 1 Will 1

MIRA
Mira was born to the Mandalorian Wars, and was kept as a slave by those people for several years. This time taught her not only about explosives, but also about self-reliance. Later, after she was no longer possessed by the Mandalorians, she became a bounty hunter, based on Nar Shadaah. When she had some dealings with the Exile, she chose to follow the former Jedi, and later became one, herself.

Mira (end of KOTOR II) CL 16
Medium Human Scout 10/Bounty Hunter 2/Jedi 4
Destiny 10; Force 14; Dark Side 3
Init +17; Senses Perception +16
Languages Basic, Huttese, Quarren, Shyriiwook

Defenses Ref 37 (flat-footed 33), Fort 32, Will 30; Block
hp 132 Threshold 32

Speed 6 squares
Melee unarmed +14 (1d4+9) or Melee knife +14 (1d4+9) or Melee lightsaber +14 (2d8+9)
Ranged heavy blaster pistol +17 (3d8+8) or Ranged heavy blaster pistol +18 (4d8+8) with Careful Shot and Deadeye or Ranged heavy blaster pistol +15 (5d8+8) with Rapid Shot or Ranged heavy blaster pistol +16 (5d8+8) with Careful Shot, Deadeye, and Rapid Shot
Ranged rocket launcher +17 (as payload) or Ranged rocket launcher +18 (as payload) with Careful Shot and Deadeye or Ranged rocket launcher +15 (as payload) with Rapid Shot or Ranged rocket launcher +16 (as payload) with Careful Shot, Deadeye, and Rapid Shot
Base Atk +13; Grp +17
Attack Options Melee Defense, Rapid Shot
Special Actions none
Force Powers Known (Use the Force +15): Battle Strike x2, Move Object, Vital Transfer

Abilities Str 12, Dex 18, Con 14, Int 16, Wis 16, Cha 14
Special Qualities Familiar Foe +1, Mine Mastery (see below), Profiling
Talents Acute Senses, Barter, Block, Elusive Target, Evasion, Expert Tracker, Improved Initiative, Nowhere to Hide
Feats Careful Shot, Deadeye, Force Sensitivity, Force Training, Melee Defense, Point Blank Shot, Precise Shot, Rapid Shot, Shake it Off, Skill Focus (Mechanics), Skill Training (Persuasion), Weapon Proficiency (heavy), Weapon Proficiency (lightsabers), Weapon Proficiency (pistols), Weapon Proficiency (rifles), Weapon Proficiency (simple)
Skills Acrobatics +17, Endurance +15, Initiative +17, Knowledge (tactics) +16, Mechanics +21, Perception +16, Persuasion +15, Pilot +17, Stealth +17, Survival +16, Use the Force +15 (may substitute for Gather Information checks)
Possessions Wrist rocket launcher (treat as heavy), lightsaber, knife (kept in left boot)

Mine Mastery – Mira is so gifted with mines that she can do some amazing things. First, she benefits from having Demolitionist as a virtual talent (see p. 52). More importantly, if Mira can perceive a mine, even at a distance, she may make a Mechanics check, as a swift action, and if she beats its disarm DC by 5 or more, she may simply walk over it, and it will not activate. As most minefields comprise similar mines, she can make a single check for the whole hazard. (See p. 69 for details on disarming explosives)
Profiling – Mira's ability to follow the flows of life allows her to use her Use the Force check modifier instead of using her Gather Information check modifier. She is considered trained in Gather Information for purposes of using this talent.

Standard Attack Strategy: Mira is a good fighter, but avoids combat when possible (any smart person does). When drawn into battle, she determines if ranged (usually) or close combat is the better option, and then proceeds. She often attempts to maintain her distance, and take the time to aim. Doing so allows her to deal out extra damage, with only a small decrease in accuracy ([-1 atk, 5d8+8 damage]; Careful Shot, Deadeye, and Rapid Shot). If she doesn't have time, she still often uses Rapid Shot, and Point Blank Shot comes in handy if they reach her. In melee, she will draw her lightsaber, and do battle. She often uses Block to fend off dangerous strikes, depending on her Elusive Target talent to protect her from outside ranged attacks. Mira tries to avoid killing opponents, but will kill them if given no choice.


Mira, by ~robokop, found at deviantART.com

Mira, found at Wookieepedia

Fixes: class skills-End, Init, Kn (tactics), Mech, Perc., Pilot, Stealth, Survival; Class Bonus to Def- Fort 2 Ref 4 Will 1

ATTON RAND
Atton was once a soldier, and an assassin of Jedi, until he met the Exile, and Kreia. In the one, he saw a caring friend, willing to risk life and limb for him, and maybe even a little more than that, if the Exile was a woman, while in the other, he found a cruel taskmaster, and one who threatened to destroy his friendship. Finally, after all their journeys, Atton even discovered that he had the potential to become a Jedi.

Atton Rand (end of KOTOR II) CL 16
Medium Human Scoundrel 10/Ace Pilot 2/Jedi 4
Destiny 6; Force 14; Dark Side 7
Init +17; Senses Perception +15
Languages Basic, Binary, Huttese, Ryl

Defenses Ref 38 (flat-footed 34), Fort 31, Will 30; Block
hp 105; Threshold 36

Speed 6 squares
Melee unarmed +14 (1d6+10) or Melee +14 by weapon or Melee lightsaber +14 (2d8+10)
Ranged blaster pistol +17 (3d6+8) or Ranged blaster pistol +15 (4d6+8) with Rapid Shot or Ranged blaster pistol +18 (4d6+8) with Careful Shot and Deadeye or blaster pistol +16 (5d6+8) with Careful Shot, Rapid Shot, and Deadeye
Base Atk +12; Grp +16
Attack Options Point Blank Shot, Precise Shot, etc
Force Powers Known (Use the Force +16): Battle Strike x2, Farseeing

Abilities Str 14, Dex 18, Con 15, Int 14, Wis 14, Cha 16
Special Qualities Vehicle Dodge +1
Talents Block, Clear Mind, Fool’s Luck, Gambler x2, Sneak Attack +1d6, Spacehound, Vehicular Evasion
Feats Careful Shot, Deadeye, Dual Weapon Mastery I, Extra Second Wind, Force Training, Improved Damage Threshold, Martial Arts I, Melee Defense, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Vehicular Combat, Weapon Focus (pistols), Weapon Proficiency (lightsaber), Weapon Proficiency (pistols), Weapon Proficiency (simple)
Skills Deception +16, Endurance +15, Initiative +17, Mechanics +15, Pilot +17, Perception +15, Stealth +15, Use the Force +16
Possessions lightsaber, 2 blaster pistols, utility belt with medpac

Last Man Standing – so long as Atton has one ally or more who is still conscious, he can always catch a second wind. He must be able to tell that at least one is still active.
Augmented Defense – to be decided later. Likely, as he moves down the condition track, each such move will add +1 to each Defense.
Precognition – Atton usually gets premonitions of particularly bad events just prior to their happening.
Slippery Mind – Through personal training against Jedi and Sith, Atton has learned to shield his thoughts, and resist the will of Force-users, as well as deceive them, through their inability to read his true intentions. He adds +5 to his Will Defense versus Force-based mind-influencing effects, or attempts to read his thoughts/emotions. He may also add +5 to any Deception checks against Sith or Jedi.

Standard Attack Strategy: Atton is another ranged specialist, and he knows it. His combat strategy is similar to Mira's, above, except that his guns do slightly less damage. he compensates by wielding two weapons, and this allows him to hold up more targets than Mira can. Like her, he only draws his saber when melee combat is unavoidable, and uses Block to avoid worrisome strikes. Atton is also a very skilled pilot, and competent in vehicular combat.


Atton Rand, found at Wookiepedia

Fixes: class skills-Acro, Decep, GI, Init, Perc., Pilot; Class Bonus to Def- Fort 2 Ref 4 Will 1

BAO-DUR
Bao-Dur knew the Exile from the Mandalorian Wars, and that is why he always refers to the Exile as General. He is sarcastic and brusk, most of the time, though he would follow the General’s orders, regardless of their direction. Later, even this one, so seemingly removed from the Force, discovered that he, too, had the potential within him to become a Jedi, and he did so.

Bao-Dur (end of KOTOR II) CL 16
Medium Zabrak Scoundrel 11/Jedi 5
Destiny 0; Force 14; Dark Side 1
Init +16; Senses Perception +15
Languages Aqualish, Basic, Binary, Durese, Huttese, Ryl, Sullustese, Zabrak

Defenses Ref 34 (flat-footed 31), Fort 31, Will 31; Block
hp 121; Threshold 36

Speed 6 squares
Melee unarmed +16 (2d4+3 plus Shield-Breaker) or Melee vibroblade +16 (2d6+3) or Melee lightsaber +16 (2d8+3)
Ranged blaster pistol +16 (3d6)
Base Atk +13; Grp +16
Attack Options a
Special Actions Shield-Breaker (see below)
Force Powers Known (Use the Force +13): Battle Strike x2, Move Object

Abilities Str 16, Dex 17, Con 16, Int 22, Wis 14, Cha 10
Special Qualities Heightened Awareness
Talents Block, Clear Mind, Fast Repairs*, Hot Wire*, Knack, Personalized Modifications*, Quick Fix*, Resilience, Trace
Feats Armor Proficiency (light), Cybernetic Surgery, Dodge, Force Sensitivity, Force Training, Improved Damage Threshold, Martial Arts I, Melee Defense, Point Blank Shot, Quick Draw, Skill Focus (mechanics), Skill Focus (Knowledge [Technology]), Skill Training (Treat Injury), Tech Specialist*, Weapon Proficiency (advanced melee weapons), Weapon Proficiency (lightsabers), Weapon Proficiency (pistols), Weapon Proficiency (simple)
Skills Acrobatics +16, Deception +13, Endurance +16, Initiative +16, Knowledge (Life Sciences) +19, Knowledge (Physical Sciences) +19, Knowledge (Tactics) +19, Knowledge (Technology) +24, Mechanics +24, Perception +15, Pilot +16, Stealth +16, Treat Injury +15, Use Computer +19, Use the Force +13 (short four skills, from lack of options)
Possessions repulsor arm, remote, lightsaber, blaster pistol
*--These Talents or Feats were drawn from the Tech Specialist stuff, at the end of the Saga pdf.

Shield-Breaker – Bao-Dur can focus the energy in his repulsor arm into personal and military shields. If he strikes a shield with an unarmed attack, he may make a Mechanics check, DC 15, as a free action. If it succeeds, the shield deactivates.
Remote – Bao-Dur has a seeker drone kitted out for field repairs as an ally. Nonheroic 6 diminutive hovering droid with sensors, repair tech, and such.
Mind Shield – Bao-Dur shares with droids immunity to mind-influencing effects. Only a character with the Force Connection ability, like the General, can hear or influence his thoughts.

Standard Attack Strategy: Bao-Dur is familiar with battle, but knows to avoid it when he can; it is not his forte. When it is unavoidable, Bao-Dur forgoes ranged combat to close in on a target, and enters melee. His shield-breaker is able to deactivate protective shields, and his arm makes his stronger. His remote can occasionally fend off outside aggressors.


Bao-Dur, found at Wookieepedia

Fixes: class skills-Init, Kn (tactics), Kn (tech), Kn (LS), Kn (PS), Mech, Perc., Pilot, Stealth, UC; Class Bonus to Def- Fort 1 Ref 2 Will 1

VISAS MARR
Visas will remain uncompleted until a Miraluka race entry has been fabricated.

Visas Marr (end of KOTOR II) CL 16
Medium Human Class #/Class #
Destiny #; Force #; Dark Side #
Init +#; Senses Perception +#
Languages Basic

Defenses Ref # (flat-footed #), Fort #, Will #; Block
hp #; Threshold #

Speed a
Melee a
Ranged a
Base Atk +; Grp +
Attack Options a
Special Actions a
Force Powers Known a

Abilities Str 1, Dex 1, Con 16, Int 17, Wis 20, Cha 18
Talents a
Feats a
Skills a
Possessions lightsaber (self-built)

Force Sight - To be determined


Visas Marr, found at Wookieepedia

KREIA
Kreia has been many things in her long life; a Jedi Master (Revan’s maybe, even), a Sith Lord (Darth Traya), and a mentor to Jedi and Sith alike. She has also been both strong and powerless. She seeks to destroy the literal Force, itself, through the wound in the Force that is the Exile.

Kreia (end of KOTOR II) CL 20
Medium Human Jedi 9/Jedi Knight 3/Jedi Master 4/Sith Lord 4
Destiny 5; Force 16; Dark Side 20
Init +16; Senses Perception +19
Languages Basic, Ithorese, Shyriiwook, Sith

Defenses Ref 42 (flat-footed 39), Fort 41, Will 44; Block
hp 165; Threshold 41

Speed 6 squares
Melee unarmed +21 (1d4+1) or Melee lightsaber +25 (2d8+3)
Ranged by weapon +23
Base Atk +20; Grp +23
Attack Options a
Special Actions Fearless, Serenity, Temptation
Force Powers Known (Use the Force +21): Battle Strike x2, Farseeing x2, Force Grip x3, Force Lightning x3, Move Object x2, Rebuke, Sever Force, Vital Transfer
Force Techniques Improved Force Trance, Improved Telepathy
Force Secrets Devastating Power, Distant Power, Multitarget Power, Quicken Power, Shaped Power

Abilities Str 12, Dex 16, Con 14, Int 16, Wis 20, Cha 14
Special Qualities
Talents Ataru, Block, Clear Mind, Dark Presence, Force Fortification, Force Haze, Force Perception, Force Persuasion, Foresight, Skilled Advisor, Visions
Feats Double Attack, Force Sensitivity, Force Training x3, Melee Defense, Skill Focus (Use the Force), Skill Training (Deception), Skill Training (Stealth), Triple Crit, Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers), Weapon Proficiency (simple)
Skills Deception +16, Endurance +16, Initiative +16, Perception +19, Stealth +16, Use the Force +21
Possessions lightsaber (self-built), all-temperature cloak

Mentor – Characters of lower level gain 50% more experience when being trained by a Mentor, but the Mentor gains only 50% of the normal XP, and characters of the same or higher level do not benefit from the Mentor.
Force Strip – Kreia can ignore the rules requiring a character to be light side, for using Sever Force, and it can be used on light side Jedi, too. Hers is so powerful, in fact, that it usually kills those she targets, though how this will work in this system is not yet certain.

Standard Attack Strategy: The bulk of her battling days are behind her, but Kreia is far from a helpless, old woman. Her knowledge of the Force is extensive, and she has had a number of years to master both it and the lightsaber; few Sith live long otherwise. She often favors strong, single strikes these days, but is capable of numerous, quick shots, when called upon. Beware, she can do things to one with the Force that make even the most fearsome physical attack pale.


Kreia, found at Gamespot

Fixes: class skills-In the Clear; Class Bonus to Def- Fort 3 Ref 3 Will 3

T3-M4
T3-M4 was originally created for the use of Davik Kang, to be an expert slicer and overall utility droid. It carries knowledge regarding the use of all available armor types, as well as programming to interface with computers. It is even so skilled that it can interface with the Ebon Hawk’s voice locked astrogation computer; the only crew member capable of doing so. T3 is also a gifted mechanic, able to repair systems and equipment, even in the field. He is amazingly loyal, even willing to leave other people he has been “sold” to.

T3-M4 (end of KOTOR II) CL 16
Small Droid (2nd-degree) Nonheroic 5/Scoundrel 8/Scout 3
Destiny 0; Force 13; Dark Side 0
Init +15; Senses Perception +15
Languages Basic, Binary, 5 unassigned

Defenses Ref 33 (flat-footed 31), Fort 29, Will 29
hp 67; Threshold 34

Speed 6 squares rolling
Melee none
Ranged blaster pistol +13 (3d6) or Ranged blaster pistol +14 (3d6) with Careful Shot or Ranged +12 (4d6) with Careful Shot and Rapid Shot
Base Atk +11; Grp +13
Attack Options a

Abilities Str 14, Dex 14, Con 16, Int 20, Wis 14, Cha 11
Special Qualities Droid traits
Talents Gimmick, Evasion, Fast Repairs*, Hyperdriven, Jury-Rigger, Master Slicer, Trace
Feats Armor Proficiency (heavy), Armor Proficiency (light), Armor Proficiency (medium), Careful Shot, Improved Damage Threshold, Point Blank Shot, Rapid Shot, Skill Focus (Mechanics), Skill Focus (Pilot), Skill Focus (Use Computer), Tech Specialist*, Toughness, Vehicular Combat, Weapon Proficiency (rifles), Weapon Proficiency (pistols), Weapon Proficiency (simple)
Skills Climb +10, Deception +13, Endurance +13, Gather Information +13, Initiative +15, Jump +15, Knowledge (physical sciences) +18, Knowledge (technology) +18, Mechanics +22, Perception +15, Pilot +20, Stealth +20, Survival +15, Treat Injury +15, Use Computer +22 (6 unclaimed Scout and 4 unclaimed Non)
Systems Tracked locomotion, magnetic feet, heuristic processor, two arm appendages, diagnostic package, comlink, locked access, secondary battery, sensors (improved, darkvision)
Possessions astrogation buffer (storage device, 10 memory units), holorecorder, holoprojector
*--These Talents or Feats were drawn from the Tech Specialist stuff, at the end of the Saga pdf.

Armor Support – T3-M4 was originally programmed to benefit from armor. He has Armored Defense and Improved Armor Defense as virtual talents.

Standard Attack Strategy: T3-M4 is surprisingly outfitted for combat, but not to the extent that it looks for it. If attacked, T3 is most likely to flee, taking shots at opponents as it runs, and counting on its armor to protect it. Once it reaches allies, it passes them, and then supports from a distance.


T3-M4, found at Wikipedia

Fixes: class skills-Decep, Init, Kn (LS), Kn (PS), Kn (tech), Mech, Perc., Pilot, Stealth, UC; Class Bonus to Def- Fort 1 Ref 2 Will 1

HK-47
HK-47 is a work in progress elsewhere, and I do not choose to double up on him twice. Changed my mind, it seems.

HK-47 (end of KOTOR II) CL 20
Medium Droid (4th-degree) Nonheroic 1/Soldier 8/Scout 3/Elite Trooper 4/Bounty Hunter 4
Destiny 0; Force 16; Dark Side 18
Init +19; Senses Perception +25
Languages Basic, Binary, Tusken, 4 unassigned

Defenses Ref 44 (flat-footed 40), Fort 44, Will 33
hp 143; Threshold 49

Speed 6 squares walking
Melee unarmed +22 (1d6+4)
Ranged custom assassin rifle +23 (3d10+6) or Ranged custom assassin rifle +24 (4d10+6) with Careful Shot and Deadeye or Ranged custom assassin rifle +18/+18 (3d10+6) with Double Attack or Ranged grenade launcher +22 (as grenade) or Ranged ion stunner +22 (3d6 ion)
Base Atk +18; Grp +22
Attack Options a
Special Actions Delay Damage, Damage Reduction 2, Familiar Foe +2

Abilities Str 18, Dex 18, Con --, Int 20, Wis 17, Cha 12
Special Qualities Droid traits
Talents Acute Senses, Dastardly Strike, Devastating Attack (rifles), Greater Devastating Attack (rifles), Greater Weapon Specialization (rifles), Harm’s Way, Hunter’s Mark, Penetrating Attack (rifles), Uncanny Dodge, Weapon Specialization (rifles)
Feats Armor Proficiency (light), Armor Proficiency (medium), Careful Shot, Deadeye, Double Attack, Far Shot, Improved Damage Threshold, Martial Arts I, Point Blank Shot, Precise Shot, Skill Focus (Perception), Sniper, Toughness, Triple Crit, Weapon Focus (rifles), Weapon Proficiency heavy), Weapon Proficiency (rifles), Weapon Proficiency (pistols), Weapon Proficiency (simple)
Skills Climb +19, Deception +16, Endurance +15, Gather Information +16, Initiative +19, Jump +19, Knowledge (bureaucracy) +20, Knowledge (galactic lore) +20, Knowledge (technology) +20, Knowledge (tactics) +20, Mechanics +20, Perception +25, Persuasion +16, Pilot +19, Stealth +19, Survival +18, Treat Injury +18, Use Computer +20 (5 unclaimed Scout and 1 unclaimed Non)
Systems walking locomotion, heuristic processor, two hands, weapon mount (ion stunner), locked access, secondary battery, self-destruct system (enabled), sensors (improved, darkvision)
Possessions custom assassin rifle* (see below), capacitor armor (see below), other stuff (blaster rifle, 4 stun grenades, 6 frag grenades), blaster rifle, encrypted comlink (installed), restraining bolt (removed upon purchase)
*--Found in Tech Specialist stuff, at the end of the Saga pdf.

Assassination Protocols – HK-47 was originally created to kill enemies for his Master. To accomplish this, he has several talents hard-wired into his memory core. These only activate with a Core Level 4 Mechanics check. This grants HK-47 the Hunter’s Target talent, and also the Fool’s Luck talent against a designated target. There may be up to five targets, chosen by HK-47’s master.
Protected Memory Core – HK-47 has a separate, independent memory system. See details for rules and such.
Personalized Equipment – HK-47 has several pieces of equipment designed for his use. The first is a custom assassin rifle. This weapon is a disruptor rifle that has been enhanced (Improved Damage) and possesses an enhanced low-light scope. Disruptor weapons are treated as pistols for the purposes of range. If a successful attack roll made by a Disruptor also exceeds the target's Fortitude Defense, the attack is automatically a critical hit. A target reduced to 0 hit points by a disruptor is disintegrated. More often, he uses a blaster rifle that has been similarly enhanced (Improved Damage, possesses an enhanced low-light scope, and carries a mounted grenade launcher; HK-47 prefers exceptional weapons, to accent his exceptional skill). The last is a capacitor armor module that allows HK-47 to ignore the first 8 points of damage from electricity, ion, and energy weapons. These points are transferred to his battery, each point granting an additional hour of run time.
Upgrade – HK-47’s creator had this special upgrade chip set created to enhance HK-47’s abilities. While it is installed, HK-47 benefits from the Evasion talent, and gains the Uncanny Dodge I talent. If he gains Uncanny Dodge I, then this serves as Uncanny Dodge II. See details for fluff.

Standard Attack Strategy: HK-47 revels in combat; any opportunity to squelch meatbags is anticipated and accepted. HK-47 is a ranged specialist, using powerful rifles to eliminate its opponents. Despite its wishes, when HK is ordered to kill, it is often done so as part of an assassination, in which HK uses his skills to hit an opponent, and try to kill them in a single shot, or two. He is surprisingly capable in melee, but does so only if necessary.


HK-47, found at Wikipedia

Fixes: class skills-; Class Bonus to Def- Fort # Ref # Will #

MANDALORE (CANDEROUS ORDO)
When first met, Canderous Ordo was but one more Mandalorian mercenary, working for Davik Kang, until Revan took him away from all that, and gave him a purpose. Later, he even went on to try and rebuild the Mandalorians, taking up the title of Mandalore, and preparing them for the return of Revan. Mandalore is a skilled warrior, and an imposing sight in his armor. He fights primarily at range, with rifles, but he is quite capable with any other weapon he’d likely care to pick up, and is more capable in his armor than most others are, at all.

Mandalore (end of KOTOR II) CL 17
Medium Human Soldier 8/Elite Trooper 4/Officer 5
Destiny 6; Force 14; Dark Side 16
Init +15; Senses Perception +18
Languages Basic

Defenses Ref 39 (flat-footed 37), Fort 40, Will 34
hp 173; Threshold 35

Speed 4 squares
Melee unarmed +20 (1d6+3) or Melee vibroblade +20 (2d8+3)
Ranged heavy blaster rifle +20 (3d10+2)
Base Atk +17; Grp +19
Attack Options a
Special Actions Command Cover, Delay Damage, Damage Reduction 2, Share Talent x2 (Field Tactics, Outmaneuver)

Abilities Str 17, Dex 14, Con 18, Int 12, Wis 16, Cha 14
Talents Armored Defense, Armor Mastery, Battle Analysis, Controlled Burst, Deployment Tactics, Field Tactics, Improved Armored Defense, Multiattack Proficiency (rifles), Outmaneuver
Feats Armor Proficiency (heavy), Armor Proficiency (light), Armor Proficiency (medium), Burst Fire, Double Attack (rifles), Martial Arts I, Point Blank Shot, Precise Shot, Shake it Off, Skill Training (Stealth), Sniper, Triple Attack (rifles), Weapon Proficiency (advanced melee weapons), Weapon Focus (rifles), Weapon Proficiency (pistols), Weapon Proficiency (rifles), Weapon Proficiency (simple)
Skills Endurance +17, Initiative +15, Knowledge (tactics) +14, Perception +18, Stealth +20
Possessions Mandalore’s Armor, Ordo’s Implant, heavy blaster rifle (improved damage*), vibroblade, stealth field generator (+5 equipment bonus to Stealth)

Mandalore’s Armor – Canderous wears the armor of the Mandalore. This suit of heavy battle armor is made of Mandalorian iron, and keeps DR against lightsabers. It has also been enhanced with equipment to make it Agile* (+1 to MDB), Fortifying* (+1 to Fort Def), and it grants darkvision, as well as a +2 equipment bonus to Perception checks.
*--found in Tech Specialist, at the end of the pdf.
Ordo’s Implant - +2 to Strength, Dexterity, or Constitution (choose at beginning of each initiative). Also grants Fast Healing 5.
Mandalorian – Mandalorians receive a +5 bonus to Will saves to reduce mind-influencing Force effects.

Standard Attack Strategy: Canderous is another rifle-expert. He likes to stand in a spot, take the necessary effort (or show it off), and peg a target critically. His armor means that he needs little in the way of cover, so he can stand in the open, drawing shots away from his less hardy soldiers or allies.



Canderous Ordo, a.k.a. Mandalore, found at Wookieepedia

Fixes: class skills-End, Kn (tactics), Mechanics, Perc.; Class Bonus to Def- Fort 4 Ref 2 Will 4

G0-T0
G0-T0, usually just referred to as Goto, is a strange case among strange cases. In appearance, he is a powerful crime lord, seeking to accomplish some shadowy agenda at whatever expense, while, in truth, he is actually G0-T0, a droid created by the Republic to aide in rebuilding the shattered economy; a task that, apparently, caused him to break.

G0-T0 (end of KOTOR II) CL 17
Small Droid (1st-Degree) Noble 8/Scoundrel 1/Crime Lord 8
Destiny 0; Force 14; Dark Side 15
Init +12; Senses Perception +16
Languages Basic, Binary, and assume any others relevant

Defenses Ref 38 (flat-footed 38), Fort 25, Will 37
hp 105; Threshold 30
Speed 6 squares
Melee none
Ranged heavy blaster pistol +11 (3d8) or Ranged ion stunner +11 (3d6 ion)
Base Atk +12; Grp +11
Attack Options a
Special Actions Command Cover

Abilities Str 6, Dex 8, Con --, Int 20, Wis 16, Cha 18
Special Qualities Droid traits
Talents Attract Minion, Connections, Educated, Demand Surrender, Inspire Fear I, Inspire Fear II, Inspire Fear III, Inspire Haste, Presence, Shared Notoriety, Trace, Weaken Resolve, Wealth
Feats Armor Proficiency (light), Armor Proficiency (medium), Dodge, Improved Damage Threshold, Linguist, Mobility, Point Blank Shot, Skill Focus (Mechanics), Skill Focus (Persuasion), Skill Focus (Use Computer), Toughness x2, Weapon Proficiency (pistols), Weapon Proficiency (simple)
Skills Acrobatics +12, Deception +17, Gather Information +17, Initiative +12, Knowledge (bureaucracy) +18, Knowledge (Galactic lore) +18, Knowledge (life sciences) +18, Mechanics +23, Perception +16, Persuasion +22, Pilot +12, Stealth +17, Treat Injury +16, Use Computer +23 (6 unclaimed Scoundrel)
Systems hovering locomotion, heuristic processor, durasteel plating (light armor), weapon mount x2 (heavy blaster pistol, ion stunner), diagnostics package, locked access, secondary battery, self-destruct system (proton detonator; 20d6), sensors (improved, darkvision), translator (DC 5), vocabulator
Possessions holorecorder, holoprojector

Droid Supremacy – G0-T0 has the ability to seize control of other droids in his vicinity, whether they are independent or operating from a remote processor. Treat it as Mind Trick, from the list of Force powers, but use Mechanics, rather than Use the Force, for the check. As it uses a burst-stream transmission, verbal communication with said droid is not necessary.
Infiltrator – G0-T0 is equipped with a stealth field generator, enabling him to become practically invisible. This grants him a +10 equipment bonus on Stealth checks.
Self-Destruct – Like certain other droids, G0-T0 is equipped with an explosive device, but his is bigger than usual. Planted in his body is a proton detonator. Use the top-end damage for the self-destruct, if it is activated, regardless of G0-T0’s size.
Alternate Identity – Most people are not aware that Goto is G0-T0. To their knowledge, the droid is simply one more of the Exchange boss’s mechanized minions that he speaks through. Even the Exile and his/her party are, for the most part, unaware that the droid they travel with really is Goto, or G0-T0. He understands that most people would not listen to a droid, but has created a persona that inspires terror in those he interacts with.

Standard Attack Strategy: G0-T0 is expressly built to not need to fight, not because it can't, but because its efforts are much better spent elsewhere. It contains a number of useful weapons, however, and its invisibility allows it to make precise attacks against crucial enemies. His best use is to hijack any droids an opponent depends on, turning them against their former owners, and never being noticed, at the same time.


G0-T0, found at Wookieepedia

G0-T0 and a projection of "Goto", found at Wookieepedia

Fixes: class skills-Decep, GI, Kn (bureau), Kn (GL), Kn (LS), Kn (PS), Kn (tech), Perc., Pers, Treat, UC; Class Bonus to Def- Fort 0 Ref 2 Will 4

DARTH SION
Coming later.

DARTH NIHILUS
Coming later. I know he must have Force Haze, because p. 15 of Saga Edition Starships of the Universe mentions that it can be used to hide the vehicle that the user is on, and through much of the book, Darth Nihilus's command ship (use the Venator-class Star Destroyer with the junker and archaic templates).

EBON HAWK
Coming later. It is a Dynamic-class freighter using the advanced template (Saga Edition Starships of the Galaxy, p.81 and p.59, respectively), with a small plethora of upgrades. Dynamic-class Freighter CL 8 Colossal space transport Init -5; Sense Perception +5 Defense Ref 14 (flat-footed 14), Fort 30; +12 armor hp 138; DR 15; SR 45; Threshold 80 Speed fly 12 squares (max. velocity 800 km/h), fly 2 squares (starship scale) Ranged double laser cannons +5 (see below) Fighting Space 12x12 or 1 square (starship scale); Cover total Base Atk +0; Grp +40 Attack Options autofire (double laser cannons) Abilities Str 50, Dex 14, Con --, Int 20 Skills Initiative -3, Mechanics +5, Perception +5, Pilot -3, Use Computer +5 Crew 2 (unique); Passengers 6 (they have 8) Cargo 60 tons; Consumables 2 months; Craft Carried none Hyperdrive x3, navicomputer (voice-locked) Availability Licensed; Cost 80,000 (30,000 used) Double Laser Cannons (gunner) Atk +5 (autofire -2), Dmg 5d10x2 Upgrades to Add: EH has 6+ emplacement points. Choosing Hyperdrive class 1 (3, effectively 1), Smuggler's Compartment (1), Transponder (disguised) (0), Docking Gun (M. Blaster Cannon) (1), Concussion Missile Launcher (light) (2), SR 25 Shields (1) Dynamic-class Freighter CL 6 Colossal space transport Init -5; Sense Perception +5 Defense Ref 12 (flat-footed 12), Fort 25; +12 armor hp 110; DR 15; Threshold 75 Speed fly 12 squares (max. velocity 800 km/h), fly 2 squares (starship scale) Ranged double laser cannons +3 (see below) Abilities Str 40, Dex 10, Con --, Int 16 Skills Initiative -5, Mechanics +5, Perception +5, Pilot -5, Use Computer +5 Crew 2 (unique); Passengers 6 (they have 8) Cargo 60 tons; Consumables 2 months; Craft Carried none Hyperdrive x3, navicomputer (voice-locked) Availability Licensed; Cost 80,000 (30,000 used) Double Laser Cannons (gunner) Atk +3 (autofire -2), Dmg 4d10x2

Secrets of the Ebon Hawk
Like many smuggler ships, the Ebon Hawk possesses its share of mysteries. The Ebon Hawk possesses two hidden compartments, one in the starboard dormitory (HK-47's special equipment), and the other in the cargo bay (Perception DC 25). It has also had its navigational computer voice-locked (Computer Use DC 35), meaning that only its owner (Revan), someone else very talented, or T3-M4 can take care of astrogation for the ship.



The Characters of KOTOR 2

The Light Side | The Dark Side

Atton Rand

Bao-Dur

The Handmaiden

Mira

Visas Marr
The Neutral (or those who do not change)

Kreia
(always "neutral")

Mandalore
(uncaring)

T3-M4
(would rather you be good)

HK-47
(would rather you be a dick)

G0-T0
(just is a dick)

Pictures found at Pyric.com

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