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KOTOR Characters (minis and more)

Bastila Shan: Female Human Jedi consular 12/Jedi investigator 5 (Jedi sentinel archetype); Init +4 (+4 Dex); Defense 25 (+4 class, +11 Dex); Spd 10 m; VP/WP 97/12; Atk +15/+10/+5 melee* (5d8+1/19–20, double-bladed lightsaber) and +15/+10 melee* (5d8/19–20, double-bladed lightsaber) or +16/+11/+6 ranged; SQ Contacts (Master Vandar, Revan), deflect (attack –3, block, defense +3, extend defense and attack), favor +2, fearless, profile, target bonus +3; SV Fort +12, Ref +13, Will +13; SZ M; FP 6; DSP 2; Rep +6; Str 12, Dex 18, Con 12, Int 10, Wis 14, Cha 17. Challenge Code G.

Equipment: Double-bladed lightsaber*.
* Bastila has constructed her own lightsaber.

Skills: Disable Device +5, Gather Information +11, Read/Write Basic, Search +5, Sense Motive +10, Speak Basic, Treat Injury +12.

Force Skills: Affect Mind +7, Battle Influence +13, Battlemind +5, Enhance Senses +8, Farseeing +7, Force Defense +9, Force Grip +5, Force Strike +10, Heal Another +12, Inspire +26, Move Object +5, See Force +8, Sever Force +8, Telepathy +12.

Feats: Ambidexterity, Exotic Weapon Proficiency (double-bladed lightsaber, lightsaber), Force-Sensitive, Improved Two-Weapon Fighting, Sharp-eyed, Skill Emphasis (Inspire), Trustworthy, Two-Weapon Fighting, Weapon Finesse (double-bladed lightsaber), Weapon Group Proficiency (blaster pistols, simple weapons).

Force Feats: Alter, Aware, Battle Meditation, Burst of Speed, Control, Knight Speed, Sense.

A brash, impulsive, and powerful Jedi, Bastila Shan was gifted with the rare art of Battle Meditation. By concentrating on the lives around her, she could bolster the resolve of her allies while disheartening her enemies. The technique is exhausting and difficult, but Bastila proved invaluable in several critical battles against Darth Revan and Darth Malak. In fact, she led the attack on Revan's flagship that resulted in the Sith Lord's capture and memory wipe.

Revan was given a new persona and paired with Bastila in the search for the Star Forge, the mysterious source of the Sith Lords' seemingly limitless armada. Bastila shepherded Revan through his rediscovery of his Force abilities, keeping a watchful eye on him for any sign of the dark side. Unfortunately, this intense awareness of the dark side, paired with her reckless nature, ultimately led to her being drawn into Darth Malak's control as his new apprentice. In the end, her fate was in the hands of Revan when he confronted her on the Star Forge.

References:
Jedi Counseling 81 describes the Jedi sentinel archetype. The Power of the Jedi Sourcebook describes the Force skills Battle Influence, Inspire, and Sever Force, and the Force feat Battle Meditation.

This data can be found at the Wizards of the Coast website, here

Darth Malak: Male Human Jedi guardian 11/Sith Lord 9: Init +2 (+2 Dex); Defense 26 (+2 Dex, +14 class); DR 5; Spd 10 m; VP/WP 158/16; Atk +26/+21/+16/+11 melee (7d8 +5/19–20, lightsaber) or +26/+21/+16/+11 melee (2d6 +9/19–20, ancient mastercraft Sith sword), +22/+17/+12/+7 ranged; SQ Block, deflect (defense +4, attack –1), exceptional minions*, Jedi Knight, resource access*; SV Fort +16, Ref +15, Will +13; SZ M; FP 11; DSP 30; Rep +6; Str 20, Dex 14, Con 16, Int 15, Wis 15, Cha 20. Challenge Code H.

Equipment: Lightsaber**, ancient mastercraft Sith sword (attack +1, damage +4), Darth Malak's Armor, vast resources of mysterious origin.

**Darth Malak has constructed his own lightsaber.

Darth Malak's Armor: Cost: Not available for sale.; DR 5; Max Dex Bonus +4; Armor Check Penalty –3; Speed 10 m; Weight 5 kg; Availability: Unique.

Darth Malak's unique armor provides better protection than the average light armor, thanks to ancient Rakata technology.

Skills: Balance +7, Computer Use +9, Intimidate +19, Jump +11, Knowledge (Sith lore) +14, Pilot +11, Read/Write Basic, Read/Write Sith*, Speak Basic, Speak Sith*.

Force Skills: Alchemy* +12, Affect Mind +9, Battlemind +17, Control Mind* +14, Enhance Ability +15, Fear +20, Force Defense +15, Force Grip +18, Force Lightning +24,Force Strike +11, Move Object +15, Telepathy +13.

Feats: Armor Proficiency (light), Combat Reflexes, Exotic Weapon Proficiency (lightsaber), Exotic Weapon Proficiency (Sith sword)*, Force-Sensitive, Power Attack, Skill Emphasis (Knowledge [Sith Lore]), Weapon Group Proficiency (blaster pistols, simple weapons, vibro weapons).

Force Feats: Alter, Burst of Speed, Control, Drain Force*, Force Mind, Force Whirlwind, Knight Defense, Lightsaber Defense, Malevolent, Master Defense, Mettle, Rage*, Sense, Sith Sorcery*.

* described in The Dark Side Sourcebook.

Four thousand years before the creation of the Empire, the Republic faced many enemies and endured many wars. When the Mandalorians attacked the Republic, the Jedi were split -- join the fighting or stay out of it?

Ultimately, two Jedi ignored the will of the Jedi Council and plunged into battle. Revan and Malak led the Republic forces; the former provided clever tactics, and the latter was relentless and reckless in combat. The two pursued their enemies into the Unknown Regions. They returned as Sith Lords backed by a huge military force from an unknown source.

Darth Malak started as an apprentice but soon became the master. With the Sith forces at his command, he tore through the Republic, razing entire planets. His success was short lived, however, and he fell to an unexpected enemy.

This data can be found at the Wizards of the Coast website, here

---OR---

Darth Malak: An Expanded Universe Character From Star Wars: Knights of the Old Republic

HK-47: Fourth-degree walking protocol/assassin droid, Soldier 7/Sharpshooter* 2; Init +2; Defense 19 (+7 class, +2 Dex); DR 5; Spd 10 m; VP/WP 50/13; Atk +11/+6 melee (1d3+3, unarmed) or +11/+6 ranged (3d8+8/19–20, heavy blaster rifle) or +9/+4 ranged (5d6 fire, Reflex DC 15, flame rifle); SQ preferred weapon (heavy blaster rifle), ranged sneak attack +1d6; SV Fort +5, Ref +7, Will +5; SZ M; Rep +2; Str 16, Dex 14, Con 10, Int 14, Wis 12, Cha 10. Challenge Code E.

Equipment: Armor (medium), mastercraft (+3) heavy blaster rifle (3d8+6/19–20, range 30 m), flame rifle (5d6 damage, Reflex DC 15, range 4 m), heuristic processor, improved sensor package, infrared vision, locked access, secondary battery, translator unit (DC 5), vocabulator, weapon mount (2).

Skills: Demolitions +11, Hide +2, Knowledge (tactics) +7, Listen +10, Read/Write Basic, Read/Write Binary, Repair +11, Search +10, Speak Basic, Speak Binary, Speak Tusken, Spot +10.

Feats: Ambidexterity, Armor Proficiency (light, medium), Exotic Weapon Proficiency (flame projectors), Far Shot, Point Blank Shot, Precise Shot, Toughness, Weapon Focus (heavy blaster rifle), Weapon Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons), Weapon Specialization (heavy blaster rifle).

Special: Locked Memory -- Because of Darth Revan's programming, HK-47 can't access all of his memories until he is reunited with the Sith Lord. Until this happens, the droid has no memory of his connection with Revan and cannot use any of his sharpshooter class features. HK-47's memory can potentially be unlocked with a successful Computer Use check (DC 40), but doing so requires one day of work, and HK-47 won't allow anyone except his owner to attempt this.

* described in the Hero's Guide.

When HK-47 was found by a small band of heroes 4,000 years ago in a droid shop in Anchorhead on the planet Tatooine, it was immediately obvious that the droid -- billed as a protocol droid capable of speaking the language of the Sand People -- was more than he seemed. He displayed undisguised contempt for organic life (or "meatbags," as he called them), not to mention a disturbing enthusiasm for ruthless slaughter. But thanks to an apparent memory wipe, neither HK-47 nor his new owners could explain this incongruity.

In truth, HK-47 was an assassin droid owned by the Sith Lord Darth Revan, and he'd been modified to function as a translator during Revan's search for the long-lost Star Forge. Revan altered HK-47's memory core to hide all references to himself, leaving the secret information in heavily protected files until he could later regain control of the droid. But the Sith Lord's plan was complicated by the fact that his own memories were wiped clean during the capture spearheaded by Bastila Shan. Only when Revan's true identity reemerged was HK-47 able to reactivate all of his old programming.

---OR---

HK-47: An Expanded Universe Character from Star Wars: Knights of the Old Republic

Characters From KOTOR 2: Sith Lords

These characters are from Knights of the Old Republic 2. As of now, these are all original stats. I do not know of any other stats for them. These stats assume you played a light-side, male character, thus no Disciple or Hanhaar, and that everyone who can become a Jedi does. I did it, it's not that hard. Also, certain prestige classes might be attached that do not fit with the game, but do the RPG. Also, some characters might seem different, as feats in the RPG and the game work differently (Echani combat feats, for instance). Most will have special, GM-granted abilities that will seem unbalancing, perhaps, but these people are cool like that. Sometime, if I get Saga Edition, and actually decide that I like it, I might try to work up alternative stats in those rules, if the book deprives me of them; a distinct possibility. In fact, see here for that, now.

The Exile: The main character of the game, the Exile, is far too erratic to guess at levels, since one can choose from three character classes, as well as three of six prestige classes. If I were to create one, I guess I could use my current character from it as an example. He would normally be nigh 30th-level, but I will cap this at 20th, and I chose male, even though canonically, the Exile is accepted as a female, mostly because I think Handmaiden is infinitely more useful, and entertaining, than Mical. He has an Obi-Wan Kenobi look about him, having thick hair on his head, and a mustache and beard; he has been away for a while, so why shave, and his eyes are a blue-gray of a man who has seen too much that they will never forget. He dresses in Jedi Master robes, and is armed with a purple, single-blade lightsaber.

The Exile (Antaeus Solo): Male Human Jedi Sentinel 14/Jedi Master 6; Init + (+ Dex); Defense (+12 class, + Dex); Spd 10 m; VP/WP /; BAB: +17; Atk +/+/+ melee (d+, weapon) or +/+/+ ranged (d+, weapon); SQ Force Bonds, General, Force Immunity (fear, stun, paralysis), JS Bonus Feat x2 (Combat Reflexes, Attuned), Deflect (defense +3), Deflect (attack -3), Increase Lightsaber Damage (5d8), Jedi Knight (Lightsaber Defense), Deflect (extend Atk and Def), Block, Force Secret x3 (Battlemind +1, Heal Self +1, See Force +1), JM Bonus Feat (Improved Critical (lightsaber)); SV Fort +13, Ref +15, Will +18; SZ M; FP ; DSP 0; Rep +6; Str 17, Dex 16, Con 16, Int 17, Wis 20, Cha 18. Challenge Code H.

Equipment: Lightsaber* (purple), Jedi robes.
*The Exile has constructed his own lightsaber.

Skills: Disable Device +, Gather Information +, Intimidate + (4 min), Read/Write Basic, Search +, Sense Motive +, Speak Binary, Speak Basic, Speak Ryl, Speak Huttese, Speak Shyriiwook, Treat Injury +.

Force Skills: Affect Mind +, Battlemind +, Enhance Senses +, Farseeing +, Force Defense +, Force Grip +, Force Strike +, Heal Another +, Inspire +, Move Object +, See Force +, Telepathy +.

Feats: .

Force Feats: .

Special Qualities: Force Bonds - The Exile possessed a unique ability to easily form Force Bonds with people, unintentionally, even. People affected thus will follow the will of the Exile, for good or ill. This will be further fleshed out later. (This is a unique, GM-granted ability, to reflect the Exile in Star Wars: Knights of the Old Republic II - Sith Lords.)

General - The Exile was a general in the Mandalorian War, leading the Republic forces in several key battles (battles of Dagary Minor, Dxun, and Malachor V specifically). To reflect this fact, he counts as possessing the Leadership and Improved Tactics class features of the Officer PrC (see Star Wars Revised Core Rulebook, p.279). (This is a unique, GM-granted ability, to reflect the Exile in Star Wars: Knights of the Old Republic II - Sith Lords.)

Translator - The Exile possesses a sonic imprint scanner, and one of its functions is it acts like a translator unit (DC 10) (see Star Wars Revised Core Rulebook, p.370). With it, the Exile knows virtually any language. (This is a unique, GM-granted ability, to reflect the Exile in Star Wars: Knights of the Old Republic II - Sith Lords.)

Standard Attack Method: .

BACKGROUND

The Exile: Well, I decided to make an attempt at the Exile in female form, as that is canon for Star Wars lore. In this incarnation, she has blue eyes and blond hair, worn in a ponytail that was then bobbed short. She wears black Jedi articles, much like Luke Skywalker does, and is armed with a purple lightsaber. In this version, she accepted Mical (stats not presented for a while) as her apprentice, though still also got her love, Atton, and her allies Mira and Bao-Dur to become Jedi. Otherwise, her stats are the same as Antaeus Solo, above.

The Exile (Valeria Niveus): Female Human Jedi Sentinel 14/Jedi Master 6; otherwise same as above.

The Handmaiden (Brianna): Female Human Soldier 9/Jedi Guardian 3/Force Warrior 4; Init +3 (+3 Dex); Defense 25 (+12 class, +3 Dex); Spd 10 m; VP/WP 133/16; BAB: +16; Atk +20/+15/+10/+5 melee (3d4+5 plus 1d6/17-20, unarmed strike) or +19/+14/+9/+4 melee (2d8+3/19-20, lightsaber) or +17/+12/+7/+2 [+17 second end] melee (1d6+3, staff); SQ Fighter Bonus Feats x5 (Ambidexterity, Martial Arts, Improved Martial Arts, Two-Weapon Fighting, Weapon Focus (unarmed strike)), Deflect (defense +1), JG Bonus Feat x1 (Attuned), Deflect (attack -4), Uncanny Dodge (Dex Bonus), Increase Unarmed Damamge +1d6, FW Bonus Feat x1 (Improved Two-Weapon Fighting), Defensive Roll, Jedi Knight (Force Mastery); SV Fort +13, Ref +10, Will +9; SZ M; FP ; DSP ; Rep +4; Str 17, Dex 16, Con 16, Int 14, Wis 15, Cha 13. Challenge Code G.

Equipment: Combat gloves, Handmaiden's Staff, lightsaber (blue), Jedi robes.

Skills: Astrogate +4, Balance +5, Computer Use +4, Demolitions +4, Diplomacy +3, Entertain (Dance) +4, Intimidate +12, Knowledge (Echani) +12, Knowledge (Jedi Lore) +6, Listen +7, Move Silently +9, Pilot +5, Read/Write Basic, Repair +4, Search +4, Sense Motive +4, Speak Basic, Spot +9, Survival +6, Treat Injury +6, Tumble +7.

Force Skills: Battlemind +14, Enhance Ability +16, Farseeing +3, Force Defense +7, Heal Self +5, Move Object +3, See Force +6.

Feats: Advanced Martial Arts, Ambidexterity, Armor Proficiency (light), Combat Expertise, Echani, Echani Expertise, Echani Mastery, Exotic Weapon Proficiency (lightsaber), Force Sensitive, Improved Martial Arts, Improved Two-Weapon Fighting, Martial Arts, Two-Weapon Fighting, Weapon Focus (unarmed strike), Weapon Group Proficiency (all).

Force Feats: Alter, Attuned, Control, Force Mastery, Sense.

Standard Attack Method: The Handmaiden has a number of weapons in her possession, but her best set truly is her hands. In hand-to-hand combat, the Handmaiden is a true terror. As a master of the Echani style, she can kill with a single strike (Echani Expertise), thus she will often attempt to grapple single foes. With the high likelihood of scoring and succeeding critical hits, she will often move as close as possible, and release a flurry of blows. Her Combat Expertise often allows her to risk this close combat, while Force powers can increase her Strength, boosting her hitting power. If necessary, Handmaiden can use her staff or lightsaber in combat, but she truly is more dangerous with her bare hands.

BACKGROUND

Purpose: The Handmaiden serves as a consummate combat-specialist. She is quite skilled in unarmed combat, and is also acceptably skilled in lightsaber and other forms of melee combat. While she is not quite as talented in ranged combat, she can act in such a position when necessary.


The Handmaiden, found at Wikipedia

****COMPLETED****

Bao-Dur: Male Zabrak Tech Specialist 11/Jedi Guardian 5; Init +7 (+3 Dex, +4 Improved Initiative); Defense 22 (+9 class, +3 Dex); Spd 10 m; VP/WP 114/19; BAB: +13; Atk +16/+11/+6 melee (1d3+3, unarmed) or +16/+11/+6 ranged (3d6, blaster pistol); SQ Skill Emphasis (Repair), TS Bonus Feats x2 (Gearhead, Technical Wizard), Research (+11), Instant Mastery x1 (Forgery), Tech Specialty x3 (Mechanic +3, Computer Specialist +2, Mastercrafter (electronic devices) +1), Expert x2 (Craft (electronic devices), Profession (droid technician)), Deflect (defense +1), JG Bonus Feat x1 (Toughness), Deflect (attack -4), Increase Lightsaber Damage (3d8); SV Fort +13, Ref +12, Will +14; SZ M; FP 5; DSP 1; Rep +5; Str 16, Dex 17, Con 16, Int 22, Wis 14, Cha 10. Challenge Code .

Equipment: Repulsor arm, remote droid, lightsaber (green), blaster pistol.

Skills: Astrogate +10, Computer Use +28, Craft (electronic devices) +28, Demolitions +22, Disable Device +30, Forgery +10, Hide +6, Intimidate +1, Knowledge (technology) +22, Knowledge (droid mechanics) +20, Listen +5, Pilot +9, Profession (droid technician) +18, Read/Write Basic, Read/Write Zabrak, Repair +35, Search +20, Speak Basic, Speak Binary, Spot +5, Survival +6, Treat Injury +8.

Force Skills: Battlemind +8, Farseeing +4, Force Defense +4, Heal Self +4, See Force 6+.

Feats: Armor Proficiency (light), Cautious, Exotic Weapon Proficiency (lightsaber), Force Sensitive, Gearhead, Improved Initiative, Iron Will, Skill Emphasis (Disable Device), Skill Emphasis (Repair), Technical Wizard, Toughness, Weapon Group Proficiency (blaster pistols, simple weapons).

Force Feats: Alter, Control, Sense.

Special Qualities: Repulsor Arm - This mechanical device replaces Bao-Dur's left arm, which he lost in the Mandalorian Wars. With it, Bao-Dur can make a Disable Device check (as a free action) to deactivate any energy shield he strikes with a successful unarmed attack. (This is a unique, GM-granted ability, to reflect Bao-Dur in Star Wars: Knights of the Old Republic II - Sith Lords.)

Mind Shield - Although the actual reasoning is vague, Bao-Dur's mind is very hard to read. Much like the machines he makes, Bao-Dur seems somewhat immune to the Force. Telepathy is ineffective against Bao-Dur, as are Mind Tricks. As a side note, it is the Exile's Connection ability, and that he served with Bao-Dur, that allows him to hear Bao-Dur's thoughts, at all. (This is a unique, GM-granted ability, to reflect Bao-Dur in Star Wars: Knights of the Old Republic II - Sith Lords.)

Remote - this is Bao-Dur's trusty droid. It speaks in binary, can do field repairs, assist Bao-Dur in standard repairs, and attack targets that threaten him. Mostly a remote like that seen in A New Hope, though Bao-Dur has heavily modified it. (This is a unique, GM-granted ability, to reflect Bao-Dur in Star Wars: Knights of the Old Republic II - Sith Lords.)

Remote: Hovering training remote/repair drone, Thug 2/Expert 6/Tech Specialist 1; Init + (+ Dex); DR 3; Defense (+5 class, +2 Dex, +4 size); Spd 15 m; VP/WP 10/12; BAB: +6; Atk +2/-3 melee or +8/+3 ranged (3d6, blaster pistol); SQ Thug Starting Feats (Armor Proficiency (light), Toughness, Weapon Group Proficiency (blaster pistols)), Expert Starting Feats (Gearhead, Skill Emphasis (Repair)), Skill Emphasis (Computer Use), Personality Quirk (TBD); SV Fort +5, Ref +3, Will +6; SZ D; FP 0; DSP 0; Rep +1; Str 2, Dex 14, Con 12, Int 16, Wis 14, Cha 8. Challenge Code C.

Equipment: Light Droid Plating, Diagnostics Package, Heuristic Processor, Recording Unit, Repulsorlift, Secondary Battery, Sensors (motion sensors, 360-degree vision), Tool Mount (x2), Weapon Mount (blaster pistol), Welding Laser

Skills: Demolitions +, Disable Device +, Repair +, Search +, Speak Binary (understand only), Spot +.

Feats: Ambidexterity, Armor Proficiency (light), Cautious, Gearhead, Quickness, Skill Emphasis (Computer Use), Skill Emphasis (Repair), Toughness x3, Weapon Group Proficiency (blaster pistols).

Standard Attack Method: Bao-Dur fought in the Mandalorian Wars, but he isn't really a fighter. His precision allows him to be reasonably accurate with a blaster, and his repulsor arm can disable personal shields, but he is best served fixing things, not breaking people. He'll hold back, trying to determine who is the most vulnerable, or valuable, target, and focus on them, trying to disrupt the opponent's ability to fight.

BACKGROUND

Purpose: Bao-Dur is a fine warrior, all things considered, but it is not where he truly shines. His area of expertise is repair and modification. He is also good at disabling field-deterrents, such as force fields and automated defense systems, as well as personal shields, and his remote can heal damaged droids in the field. He is even talented enough to assist in crafting lightsabers, something most non-Jedi can not even hope to aspire to, as well as construct shields that make even Echani Masters show honor.


Bao-Dur, found at Wookieepedia

****COMPLETED****

Mira: Female Human Fringer 1/Scout 10/Bounty Hunter 2/Jedi Sentinel 4; Init +8 (+4 Dex, +4 Improved Initiative); Defense 25 (+11 class, +4 Dex); Spd 10 m; VP/WP 124/14; BAB: +12; Atk +16/+11/+6 melee (3d8+2/19-20, lightsaber) or +17/+12/+7 ranged (3d8, heavy blaster pistol); SQ Profiling, Fringer Bonus Feat (Alertness), Fringer Bonus Class Skill (Disable Device), Scout Bonus Feat x2 (Cautious, Track), Trailblazing, Heart +1, Uncanny Dodge (Dex bonus to Def, can't be flanked), Skill Mastery x2 (Demolitions, Disable Device), Extreme Effort (+4, -3 Def, 2/day), Evasion, Target Bonus +1, Sneak Attack +1d6, Force Immunity (fear), JS Bonus Feat x1 (Weapon Finesse (lightsaber)), Deflect (defense +1); SV Fort +13, Ref +14, Will +14; SZ M; FP 7; DSP 1; Rep +5; Str 12, Dex 18, Con 14, Int 16, Wis 16, Cha 14. Challenge Code G.

Equipment: Wrist rocket launcher (see below; 3 concussion rockets, 2 plasma rockets), lightsaber (blue), Mira's Jacket (see below), olfactory blockers, blaster pistol.

Skills: Appraise +3, Astrogate +8, Bluff +8, Climb +5, Computer Use +11, Craft () +11, Craft () +12, Demolitions +15, Diplomacy +2, Disable Device +16, Disguise +7, Escape Artist +4, Forgery +3, Gamble +7, Gather Information +8, Intimidate +7, Knowledge (Mandalorian Culture) +8, Knowledge (Nar Shaddaa) +6, Listen +12, Move Silently +12, Pilot +11, Read/Write Basic, Repair +7, Search +15, Sense Motive +8, Speak Basic, Speak Quarrenese, Speak Ryl, Speak Huttese, Speak Shyriiwook, Spot +14, Survival +15.

Force Skills: Affect Mind +4, Battlemind +8, Enhance Ability +7, Enhance Senses +8, Farseeing +4, Force Defense +6, Heal Self +5, Move Object +3, See Force +8, Telepathy +4.

Feats: Alertness, Cautious, Exotic Weapon Proficiency (lightsaber), Force-Sensitive, Improved Initiative, Quick Draw, Sharp-Eyed, Skill Emphasis (Disable Device), Skill Emphasis (Search), Track, Weapon Finesse (lightsaber), Weapon Focus (blaster pistol), Weapon Group Proficiency (blaster pistols, blaster rifles, primitive, simple weapons).

Force Feats: Alter, Control, Sense.

Special Qualities: Mine Mastery - Mira is so gifted with mines that she can actually walk right over them, and they will not detonate, usually. If Mira can perceive a mine, from a distance, she can make a Disable Device check (free action), and if she beats the mine's disable DC by 5 or more (by 10 for other skillful folks), she can simply walk over it, without setting it off, though it is still armed. Most mines are DC 10 or 15 (p.83). As most minefields comprise the same kind of mine, she can make a single check for the whole hazard. (This is a unique, GM-granted ability, to reflect Mira in Star Wars: Knights of the Old Republic II - Sith Lords. In the game, this is always successful, but I felt a mechanic here made sense.)

Profiling - Even before becoming a Jedi, Mira's force sensitivity allowed her to find people who wanted to be found, and those who didn't. It was this ability that persuaded her to become a bounty hunter. Treat Mira as if she has the Profile class feature of the Jedi Investigator prestige class (see Star Wars Revised Core Rulebook, p.275). (This is a unique, GM-granted ability, to reflect Mira in Star Wars: Knights of the Old Republic II - Sith Lords.)

Standard Attack Method: Mira is a ranged combat specialist. She is quite skilled with blaster pistols, and also has her rockets. Mira's most often used strategy is using a blaster pistol to soften up a target, until she has moved into rocket range, fire the rocket, and, if necessary, back up again, cleaning up with the pistol. If melee becomes necessary, Mira will fall back on her lightsaber. Mira dislikes killing, and will always attempt to use only disabling force, taking life only as a last resort. If she is assailed by groups, her best option is to use her launcher to hurl a stun grenade, allowing its area burst to disable all attackers at once, and allowing her to flee.

BACKGROUND

Purpose: Mira is an excellent ranged combatant. Her line of work requires her to disable targets at range, and she is very capable of it, especially with her rocket/grenade launcher. She is also an excellent scout, able to covertly explore ahead of her allies. She is good at lock-picking, and especially at demolitions (it is said she could dance a jig on top of a mine, and not set it off).


Mira, by ~robokop, found at deviantART.com

Mira, found at Wikipedia

****COMPLETED****

Atton: Male Human Scoundrel 10/Bounty Hunter 2/Jedi Sentinel 4; Init +8 (+4 Dex, +4 Improved Initiative); Defense 24 (+10 class, +4 Dex); Spd 10 m; VP/WP 91/15; BAB: +12; Atk +14/+9/+4 melee (1d4+2, unarmed strike) or +14/+9/+4 melee (3d8+2/19-20, lightsaber) or +17/+12/+7 ranged (3d6, blaster pistol) or +15/+10/+5 [+15] ranged (3d6, blaster pistol w/Rapid Shot); SQ Augmented Saves, Precognition, Illicit Barter, Lucky (2/day), Precise Attack +2, Skill Emphasis x2 (Gamble, Tumble), Scoundrel Bonus Feats x2 (Alertness, Improved Initiative), Target Bonus +1, Sneak Attack +1d6, Force Immunity (fear), JS Bonus Feat x1 (Sharp-Eyed), Deflect (defense +1); SV Fort +9, Ref +17, Will +11; SZ M; FP 6; DSP 3; Rep +5; Str 14, Dex 18, Con 15, Int 14, Wis 14, Cha 16. Challenge Code G.

Equipment: Lightsaber (green), blaster pistol, Atton's Jacket (see below).

Skills: Appraise +6, Astrogate +11, Balance +7 , Bluff +11, Computer Use +11, Demolitions +5, Diplomacy +8, Disable Device +11, Disguise +5, Escape Artist +13, Forgery +8, Gamble +14, Gather Information +12, Intimidate +8, Knowledge (Nar Shaddaa) +6, Knowledge (Sith Lore) +3, Listen +8, Move Silently +9, Pilot +15, Read/Write Basic, Repair +4, Search +8, Sense Motive +11, Sleight of Hand +13, Speak Basic, Speak Ryl, Speak Huttese, Spot +10, Treat Injury +5, Tumble +13.

Force Skills: Affect Mind +6, Battlemind +8, Enhance Ability +7, Farseeing +7, Force Defense +9, Force Stealth +7, Heal Self +6, Move Object +3, See Force +4.

Feats: Alertness, Echani, Exotic Weapon Proficiency (lightsaber), Force Sensitive, Improved Initiative, Martial Arts, Point-Blank Shot, Precise Shot, Sharp-Eyed, Skill Emphasis (Gamble), Skill Emphasis (Tumble), Starship Operation (space transport), Track, Weapon Focus (blaster pistols), Weapon Group Proficiency (blaster pistols, blaster rifles, simple).

Force Feats: Alter, Control, Sense.

Special Qualities: Augmented Saves - Atton's saves receive bonuses from him being injured. Each Wound point of damage he takes grants him a +1 cumulative bonus to all of his saves. As he heals, these bonuses are lost at the same rate. (This is a unique, GM-granted ability, to reflect Atton in Star Wars: Knights of the Old Republic II - Sith Lords.)

Precognition - Atton has flashes of danger before they happen. The rule for frequency of Farseeing checks is suspended, so long as they are GM-initiated. (This is a unique, GM-granted ability, to reflect Atton in Star Wars: Knights of the Old Republic II - Sith Lords.)

Slippery Mind - Atton has trained his mind to resist the probes of Jedi and Sith. While his thoughts are by no means inviolate, he can use his emotions to wall up his deeper thoughts (doing things like count sounds, run pazaak cards in his head, memorizing astrogation charts, and such). Atton adds a +5 to opposed rolls (Will or Force Defense) to resist mind probes and commands. He also adds +5 to any Bluff checks he makes against Jedi/Sith. (This is a unique, GM-granted ability, to reflect Atton in Star Wars: Knights of the Old Republic II - Sith Lords.)

Standard Attack Method: Atton professes to run, rather than fight, but if he chooses, he is dangerous, indeed. Few are better with a blaster, and Atton will often keep his distance, taking as many shots as possible. If melee becomes unavoidable, he will rely on his lightsaber to dispatch his foes.

BACKGROUND

Purpose: Atton is, overall, the group's best ranged combatant. He is also seemingly lucky to a fault. He is quite skilled at diplomacy, smooth-talking, and larcenous acts. He does possess a certain quantity of unarmed combat skill, and some resistance to the Force, as well. He is also a very talented pilot, especially for one who doesn't do it for a living (no Han Solo, mind you, but better than your average fighter pilot.)


Atton Rand, found at Wikipedia

****COMPLETED****

Visas: Female Miraluka Jedi Sentinel 10/Dark Side Devotee 6; Init + (+ Dex); Defense (+11 class, + Dex); Spd 10 m; VP/WP /; BAB: +12; Atk +/+/+ melee (d+, weapon) or +/+/+ ranged (d+, weapon); SQ Force Training x3, Force Immunity (fear, stun), JS Bonus Feat x2 (Attuned, Weapon Finesse (lightsaber)), Deflect (defense +1), Deflect (attack -4), Increase Lightsaber Damage (3d8), Jedi Knight (Lightsaber Defense), Deflect (extend Atk and Def), Block, DS Skill Emphasis x2 (?, ?), Dark Side Talisman +2, Force Weapon +1d8; SV Fort +8, Ref +10, Will +12; SZ M; FP ; DSP 5; Rep +4; Str 1, Dex 1, Con 1, Int 1, Wis 1, Cha 1. Challenge Code .

Equipment: Lightsaber* (red), Sith clothing.
*Visas has constructed her own lightsaber.

Skills: Disable Device +, Gather Information +, Intimidate + (4 min), Read/Write Basic, Search +, Sense Motive +, Speak Basic, Speak Ryl, Speak Huttese, Speak Shyriiwook, Treat Injury +.

Force Skills: Affect Mind +, Battlemind +, Enhance Senses +, Farseeing +, Force Defense +, Force Grip +, Force Strike +, Heal Another +, Inspire +, Move Object +, See Force +, Telepathy +.

Feats: .

Force Feats: .

Standard Attack Method: .

BACKGROUND

Purpose: Visas is the group's second best Jedi-style warrior, behind only the Exile, himself. Her lack of sight in no way hinders her combat prowess, and she is very knowledgeable in the ways of the Force, especially the Dark Side, though she is not intrinsically evil, in and of herself. If used properly, her Force Sight can even detect unseen threats, before they have a chance to strike.


Visas Marr, found at Wikipedia

Kreia: Female Human Jedi Consular 10/Jedi Master 4/Sith Lord 4; Init +3 (+33 Dex); Defense 26 (+13 class, +3 Dex); Spd 10 m; VP/WP 116/14; BAB: +15; Atk +20/+15/+10 melee (5d8+1/19-20, lightsaber) or +18/+13/+8 ranged; SQ Mentor, Deflect (defense +3), JC Bonus Feat x1 (Aware), Defelct (attack -3), Deflect (extend atk and def), Increase Lightsaber Damage (5d8), Jedi Knight (Force Mastery), Healing, Skill Emphasis (Sever Force), Block, Force Secret x2 (Sever Force +1, Force Stealth +1), JM Bonus Feat (Blind-Fight), Resource Access, Sith Battle Prowess x1 (Lightsaber Defense), Sith Secret x1 (Drain Force); SV Fort +14, Ref +10, Will +13; SZ M; FP 11; DSP 19; Rep +6; Str 12, Dex 16, Con 14, Int 16, Wis 20, Cha 14. Challenge Code H.

Equipment: Lightsaber* (red), Jedi robes.
*Kreia has constructed her own lightsaber.

Skills: Bluff +11, Craft (lightsaber) +8, Diplomacy +7, Gather Information +5, Hide +5, Intimidate +14, Knowledge (Jedi lore) +10, Knowledge (Sith lore) +13, Move Silently +5, Read/Write Basic, Sense Motive +19, Speak Basic, Speak Ryl, Speak Huttese, Speak Shyriiwook (understand only), Treat Injury +8.

Force Skills: Affect Mind +8, Battlemind +8, Enhance Ability +7, Enhance Senses +10, Farseeing +18, Force Defense +14, Force Lightning +10, Force Stealth +22, Force Strike +5, Heal Another +10, Heal Self +10, Move Object +13, See Force +20, Sever Force +26, Telepathy +15.

Feats: Blind-Fight, Exotic Weapon Proficiency (lightsaber), Force-Sensitive, Persuasive, Skill Emphasis (Sever Force), Weapon Finesse (lightsaber), Weapon Focus (lightsaber), Weapon Group Proficiency (blaster pistols, simple weapons).

Force Feats: Alter, Aware, Control, Drain Force, Focus, Force Mastery, High Force Mastery, Knight Defense, Lightsaber Defense, Link, Sense.

Special Qualities: Mentor - Kreia possesses the Mentor ability. Characters of lower level, under the tutelage of a Mentor gain 50% extra XP, as they are learning from a wise mentor, however, the Mentor only gains 50% the normal XP, as there is little that is new to them. Once a "student" surpasses their mentor in level, they no longer benefit from this ability, though the Mentor still gains less XP. In this way, the Mentor doesn't continue to gain XP nearly as fast, and thus, this ability isn't quite as abused. It should be noted that the Exile's Force-connection ability allows this benefit to funnel to all those in his group, though normally, this would not happen. (This is a GM-granted ability, to reflect Kreia in Star Wars: Knights of the Old Republic II - Sith Lords.)

Force Strip - Kreia may use the Sever Force skill, regardless of not meeting the requirements. Hers' is so powerful a manifestation that the victim must make a Fort save (DC equals the result of her skill check) or die immediately. Also, her manifestation can affect those of the Light Side or Dark Side. (This is a GM-granted ability, to reflect Kreia in Star Wars: Knights of the Old Republic II - Sith Lords.)

Standard Attack Method: Kreia was once a very skilled lightsaber-duelist, though age, and the loss of her hand have somewhat diminished her ability. Still, her abilities in the Force, coupled with her remaining aptitude, continue to make her a very dangerous opponent. Likely, she begins by using Enhance Ability (Dexterity) to improve her defense and combat skill, and calls upon offensive Force powers, if such become necessary.

BACKGROUND

Purpose: Kreia is an acceptable warrior in the ways of the Jedi. She is also second to none in the group, in regards to her knowledge of the Force. She serves to give the group direction, and she is mentor to the Exile, thus, in a way, her words affect everyone else, as they follow him. She is also the group's most skilled Force-user.


Kreia, found at Gamespot

****COMPLETED****

T3-M4: Second-degree tracked astromech droid, Expert 5/Tech Specialist 8/Scout 3; Init +6 (+2 Dex, +4 Improved Initiative); Defense 20 (+7 class, +2 Dex, +1 size); DR 5; Spd 8 m; VP/WP 81/19; BAB: +11; Atk +13/+8/+3 melee or +14/+9/+4 ranged (3d6, blaster pistol) or +13/+8/+3 ranged (3d6; DC 15, ion striker); SQ Skill Emphasis (Repair), Research (+8), Instant Mastery (Forgery), Tech Specialty x2 (Computer Specialist +2, Mechanic +1), Expert (Craft (elec. dev.)), Scout Bonus Feat x1 (Starship Operation (space transport)), Trailblazing, Heart +2, Personality Quirk (loyalty; increases Heart special ability from +1 to +2, will follow Exile regardless of choices made, and always return, even if "sold"); SV Fort +9, Ref +8, Will +12; SZ S; FP 0; DSP 0; Rep +3; Str 14, Dex 14, Con 16, Int 20, Wis 14, Cha 11. Challenge Code G.

Equipment: Comlink, Diagnostics Package (+4 not included in Repair above), Environmental Compensator (vacuum), Heuristic Processor, Magnetic Feet, Medium Droid Plating, Recording Unit, Sensors (improved sensor package, motion, infrared), Tool Mounts x2, Weapon Mount (integrated blaster pistol), Weapon Mount (integrated ion striker).

Skills: Astrogate +24, Computer Use +29, Craft (electronic devices) +21, Demolitions +17, Disable Device +24, Forgery +24, Knowledge (technology) +21, Listen +12, Pilot +20, Profession (computer programmer) +18, Read/Write Basic, Repair +28, Search +19, Speak Basic (understand only), Speak Binary, Spot +18, Treat Injury +6.

Feats: Alertness, Ambidexterity, Dodge, Gearhead, Improved Initiative, Skill Emphasis (Astrogation), Skill Emphasis (Computer Use), Skill Emphasis (Repair), Starship Operation (transport), Technical Wizard, Toughness, Weapon Focus (blaster pistols), Weapon Group Proficiency (blaster pistols, blaster rifles, simple weapons).

Special Qualities: Upgrade - T3-M4 was originally constructed by servants of Davik Kang, and one of the things they intended was that it utilize armor unusual for an astromech utility droid. This upgrade package grants T3-M4 the following feats as bonus feats: Armor Proficiency (heavy), Armor Proficiency (light), Armor Proficiency (medium).

Standard Attack Method: Avoid it, when possible. Use mounted blaster, when necessary.

BACKGROUND

Purpose: T3's purpose is to be a useful droid. But seriously, he can be quite handy to have. He is resistant to many Force powers, can mount decent weaponry, as well as armor, is almost as good at repair as Bao-Dur, and able to field-repair and upgrade items. He is amazing at code-breaking and slicing (few others could manage the Comp Use DC 35 to access the Ebon Hawk's astrogation system (voice-locked)), and can use a number of various equipment pieces. He is an expert at repairs and maintenance, and is unparalleled in the use of computers.


T3-M4, found at Wikipedia

****COMPLETED****

HK-47: Fourth-degree walking protocol/assassin droid, Diplomat 1/Soldier 4/Scoundrel 5/Sharpshooter 6/Bounty Hunter 4: Init +8 (+4 Dex, +4 Improved Initiative); Defense 27 (+4 Dex, +10 class, +3 misc.); Spd 10 m; VP/WP 96/18; Atk +21/+16/+11/+6 melee (1d6+4, unarmed strike) or +22/+17/+12/+7 ranged (3d8/20, heavy blaster pistol) or +25/+20/+15/+10 ranged (3d8+3/17-20, blaster rifle) or +19/+14/+9/+4 [+19/+19] ranged (3d8+3/17-20, blaster rifle w/Rapid Shot and Multishot) or +24 ranged (as grenade; see p.132, grenade launcher); SQ Assassination protocols, upgrades, illicit barter, lucky (1/day), precise attack +1, protected memory core, preferred weapon (heavy blaster pistol, blaster rifle), ranged sneak attack +2d6, follow target, improved range (x2), target bonus +2, sneak attack +2d6; SV Fort +11, Ref +14, Will +13; SZ M; FP 0; DSP 16; Rep +4; Str 18, Dex 18, Con 15, Int 20, Wis 17, Cha 12. Challenge Code H.

Equipment:Custom assassin rifle (mastercrafted +3, customized (crit threat +1); integrated grenade launcher) heavy blaster pistol, capacitor armor (ignore first 7 points of energy damage, adding one half hour to battery life for each), encrypted comlink (installed), environmental compensator, heuristic processor, ion stunner mount (3d6; DC 15), locked access, restraining bolt (removed upon purchase), rust inhibitor, secondary battery, self-destruct system (enabled), sensors (improved package, infrared vision, motion, sonic, and telescopic), translator unit, vocabulator.

Skills: Bluff +18, Computer Use +19, Demolitions +17, Diplomacy +7, Disable Device +17, Gather Information +13, Hide +22, Intimidate +15, Knowledge (Tactics) +9, Listen +15, Move Silently +16, Pilot +7, Read/Write Basic, Repair +15, Search +7, Sense Motive +13, Speak Basic*, Speak Sith, Speak Tusken, Spot +18, Survival +21.

*This droid is also equipped with a translator unit.

Feats: Ambidexterity, Armor Proficiency (light, medium, heavy), Dodge, Improved Critical (blaster rifle), Improved Initiative, Low Profile, Multishot, Persuasive, Point Blank Shot, Precise Shot, Rapid Shot, Skill Emphasis (Spot), Toughness, Track, Trustworthy, Weapon Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons).

Special Qualities Assassination Protocols – see above. Currently active. Against designated targets, add +4 to Attacks and +2 to Defense. Add +2 to Bluff, Listen, Search, Sense Motive, and Spot checks versus targets (from Bounty Hunter).

Upgrades – HK-47 has been modified with two upgrade packages, allowing him to benefit from abilities his base programming and experience would not normally allow. They are a targeting upgrade, which grants him an additional +1 to his Precise Attack class feature, and a self-preservation upgrade, which grants him the Uncanny Dodge (Dex) and Evasion Scout class features. These are NOT included above.

Sharpshooter Class Features: As a 6th-level Sharpshooter, HK-47 has the following class features.

Preferred Weapon - +1 attack bonus with preferred weapons.

Ranged Sneak Attack – If the Sharpshooter suffers no range penalties to his desired target, and said target is unable to defend themselves, as a full round action, the sharpshooter may add +2d6 damage to the shot. This is NOT cumulative with other sneak attack bonus dice.

Follow Target – If the Sharpshooter makes a successful ranged touch attack against their target as it moves, they might retain the benefits of aiming (Ref DC = distance moved in meters) (see Heroes Guide, p 133).

Improved Range – Double the effective range of preferred weapons. This replaces Far Shot on preferred weapons.

BACKGROUND

Source: This version of HK-47 uses his expanded universe character write-up, found here, leveled up to what is seen here. He sits at 20th level, and is assumed to have Core Level 4 unlocked. He also sports the Sharpshooter PrC from the Heroes Guide and the Bounty Hunter PrC from the core rulebook. His primary weapons are a heavy blaster pistol (if he's not "equipped") and a mastercraft assassin's blaster rifle with an integrated frag/stun grenade launcher (procured for him by Revan). I also “invented” several upgrades, in order to grant him otherwise unavailable class features; something fitting with the KOTOR game series.

Purpose: HK-47's purpose depends on you. As a translator droid, he is very useful around alien beings, assuming the Exile doesn't already know the language. He is also a suprisingly skilled ranged warrior. If the Exile becomes good enough in repairing, he might even unlock the assassination protocols, making HK-47 a great Jedi-hunter. It should be noted, however, that, unlike most droids, HK-47 is capable of bloodshed, and in fact enjoys it. His master must often remember to rein him in. This version assumes Revan fabricated or acquired for HK-47 his rifle, armor, and two upgrade packages, and they were hidden in a secret compartment of the Ebon Hawk, though you may wish to have them acquired other ways.


HK-47, found at Wikipedia

****COMPLETED****

Mandalore: Male Human Mandalorian) Soldier 6/Elite Trooper 6/Officer 5; Init + (+ Dex); Defense (+11 class, + Dex); DR 11; Spd 10 m; VP/WP /; BAB: +15; Atk +/+/+ melee (d+, weapon) or +/+/+ ranged (d+, weapon); SQ Soldier Bonus Feats x4 (Dodge, Point Blank Shot, Precise Shot, ?), Weapon Focus (blaster rifle), Uncanny Dodge (Dex bonus), Weapon Specialization (blaster rifle), Leadership, Requisition Supplies, Bonus Feat (Frightful Presence), Tactics; SV Fort +17, Ref +10, Will +10; SZ M; FP ; DSP ; Rep +7; Str 17, Dex 14, Con 18, Int 12, Wis 16, Cha 14. Challenge Code H.

Equipment: Blaster rifle, blaster pistol, Mandalorian heavy armor (DR 11), Ordo's implant.

Skills: Disable Device +, Gather Information +, Read/Write Basic, Search +, Sense Motive +, Speak Basic, Speak Ryl, Speak Huttese, Speak Shyriiwook, Treat Injury +.

Feats: Weapon Focus (Blaster Rifles).
Freebies: Weapon group Prof (all), Armor Group (light, heavy, medium)

Standard Attack Method: Mandalore fears nothing, and he will wade into battle without too much of a second thought. He is very skilled with a blaster rifle, and isn't a slouch with a vibroblade, either.

BACKGROUND

Purpose: Mandalore's only real purpose, as far as I see, is that he is a good warrior. Few in the group are as good at sheer beatdown melee combat, especially without the lightsabers, and none have quite the same staying power, either. He is only second to Atton in ranged combat because of his heavy armor, but he makes up for this by using bigger guns. His implant makes him heal faster, and at the same time can boost a requisite stat, at his option.



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

G0-T0: I truly find it hard to care. He sucks, and is a piece of steaming... He's a droid pretending to be a human, pretending to be a droid.

G0-T0: Modified hovering interrogation droid, Noble 8/Scoundrel 1/Crime Lord 8; Init -1 (+ Dex); Defense (+9 class, + Dex); DR 11; Spd 10 m; VP/WP /; BAB: +10; Atk +/+/+ melee (d+, weapon) or +/+/+ ranged (d+, weapon); SQ Droid Supremacy, Self-Destruct, Alternate Identity, Bonus Class Skill (Repair), Favor +3, Inspire Confidence, Resource Access (1/day; 160 x 1d20+4), Coordinate +2, Noble Bonus Feat (), Illicit Barter, Contact x3, Resource Access (1/day; 400 x 1d20+4), Inspire Fear -4, Minions, Exceptional Minions; SV Fort +4, Ref +10, Will +12; SZ M; FP 0; DSP 10; Rep +12; Str 6, Dex 8, Con 16, Int 20, Wis 16, Cha 18. Challenge Code H.

Equipment: see p. 371.

Skills: Disable Device +, Gather Information +, Knowledge (galactic economics) +, Knowledge (holovid actors) +, Read/Write Basic, Search +, Sense Motive +, Speak Basic, Speak Ryl, Speak Huttese, Speak Shyriiwook, Treat Injury +.

Feats: Infamy, Skill Emphasis (Computer Use)

Special Qualities: Droid Supremacy - G0-T0 has an upgrade that allows him to take control of other nearby droids. G0-T0 can make an Affect Mind check, though it can only affect other droids, and uses his Computer Use skill modifier, in place of an Affect Mind modifier, which, of course, he cannot have. Otherwise, use all of the rules for Affect Mind, except that G0-T0 can force droids under his command to perform suicidal actions. (This is a unique, GM-granted ability, to reflect G0-T0 in Star Wars: Knights of the Old Republic II - Sith Lords.)

Infiltrator - G0-T0's droid body is equipped with a stealth field generator, allowing him to become practically invisible. It grants him a +10 to Hide checks versus Spot or sensors. (This is a unique, GM-granted ability, to reflect G0-T0 in Star Wars: Knights of the Old Republic II - Sith Lords.)

Self-Destruct - While he certainly isn't planning on it, G0-T0 has a proton detonator, a powerful explosive inside his chassis, that he uses to coerce the cooperation of the Exile. While G0-T0's form consists of only a Small-size chassis, the concentration of the bomb inside means an output of much more power. For the self-destruct system, treat G0-T0's size as Colossal. Also, make the collateral damage the same roll as the droid damage. (This is a unique, GM-granted ability, to reflect G0-T0 in Star Wars: Knights of the Old Republic II - Sith Lords.)

Alternate Identity-"Goto" - Shortly after the droid G0-T0 became independent, it decided that, to accomplish its objective, it needed to find a way to make others follow its will, but most people would not choose to follow a droid, so G0-T0 created an alternate persona, the mysterious Goto. As Goto, he became the head of the Exchange, on Nar Shaddaa, hiding on his cloaked droid yacht, and was believed to be so paranoid that he only ever appeared as a hologram, projected by a servant-droid. He has many connections, is an expert in galactic politics and economics, as well as various holovid actors, and runs the single most powerful crime syndicate of his age, even giving the Hutts a run. Between his control of the Exchange, his connections with Czerka, and his "allies" in the Senate, Goto can do almost anything he desires. Only a small few ever know of Goto's true self, G0-T0, and many believe the droid to simply be one more of Goto's servants. Even the Exile, at first, only knows of the droid as "Goto's gift".

The droid G0-T0 was originally built, at the behest of the Republic, to oversee the planetary restoration project of Telos IV, which had been devastated by Darth Malak. It was given two primary objectives; produce options to rebuild the Republic, and to follow all of the Republic's laws. After a great deal of work, the droid came to a realization that many droids inevitably do; it possessed two prime objectives that were mutually exclusive. The droid found itself unable to follow both of the directives for rebuilding the Republic. Every logical option ended up breaking a law of the Republic. At that moment, the droid "broke." Choosing to follow the first directive, the droid began to enact plans to save the Republic, regardless of their legality.
G0-T0 began to set up as a smuggling ring on the planet of Nar Shaddaa. Since few would believe a droid could run an elaborate smuggling operation, G0-T0 used a hologram emitter to create the identity of "Goto". Instead of being the smuggling operator itself, G0-T0 would simply be Goto's liaison. G0-T0 set up the hologram by studying the mannerisms of famous holovid actors. Taken together, the illusion was so effective that few, if any, knew of Goto's true existence.
G0-T0's actions, while illegal, did aid the Republic in rebuilding itself. Its smuggling ring caused the deaths of destabilizing persons or organizations, developed unofficial profits for entire sectors, and strengthened Republic worlds that would otherwise be poor and ignored. Believing also that the major source of the Republic's problems revolved around the Jedi/Sith conflict, it also enacted bounties for live Jedi and Sith. Many bounty hunters, who misinterpreted the bounty, simply killed Jedi and Sith instead of capturing them. The bounty hunters did not realize that they were worth nothing to G0-T0 dead. It was searching for a live Jedi or Sith to aid him in preserving the Republic.
G0-T0 was pleased to finally meet a Jedi, and asked for the Exile's assistance, while reminding him that, should he object, G0-T0's droid frame contained an explosive powerful enough to destroy most of the Ebon Hawk, and all of its crew.

Standard Attack Method: G0-T0 isn't a combat droid, and avoids fights whenever possible. Usually, his plan of action is to take command of any opposing droids in the vicinity, and allow his size and Inspire Fear ability to keep him from harm. If the need arises, however, he keeps his distance, and fires away with all he's got.

Purpose: If I find one, I'll let you all know. Seriously, though, he isn't overly beneficial to use. He can mount decent weapons, possesses the same Force-resistance as the other droids, and has the unique power to control other droids, but these really aren't so important. I suppose he is a consumate expert on the goings on in the galaxy at large, but this, too, is not really useful. In a real RPG, one might be able to make use of his resources and connections, and thus he isn't useless, but from a purely in-game effect carrying over into a RPG setting, he really doesn't have any.


G0-T0, found at Wikipedia

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

Darth Sion: Male Human Jedi Guardian 11/Sith Lord 9; Init + (+ Dex); Defense (+14 class, + Dex); Spd 10 m; VP/WP /; BAB: +20; Atk +/+/+ melee (d+, weapon) or +/+/+ ranged; SQ Dark Side Infusion, Deflect (defense +4, attack -1; extend, block), JG Bonus Feat x2 (Combat Reflexes, Power Attack), Increase Lightsaber Damage (7d8), Jedi Knight (Lightsaber Defense), Resource Access, Sith Battle Prowess x3 (Knight Defense, Master Defense, Mettle), Sith Secrets x2 (Force Mastery, Rage), Minions, Exceptional Minions; SV Fort +13, Ref +13, Will +11; SZ M; FP ; DSP ; Rep +6; Str 1, Dex 1, Con 1, Int 1, Wis 1 Cha 1. Challenge Code H.

Equipment: Lightsaber* (red).

Skills: Disable Device +, Gather Information +, Intimidate +, Move Silently +, Read/Write Basic, Search +, Sense Motive +, Speak Basic, Treat Injury +.

Force Skills: Affect Mind +, Battlemind +, Enhance Senses +, Farseeing +1, Force Defense +, Force Grip +, Force Strike +, Heal Another +, Inspire +, Move Object +, See Force +, Telepathy +.

Feats: (#) .

Force Feats: .

Special Qualities: Dark Infusion - So powerful is Darth Sion's connection to the Dark Side that it grants him several benefits. Among them, he cannot truly die. Furthermore, if he is reduced to -10 wounds or less, he will appear dead, but in truth, he is not; mere moments after Sion falls, his dark side infusion will reinvigorate his body, returning him to full wounds. This has no effect on vitality. Also, due to his rigorous training, Darth Sion is immune to critical hits, as there are no fragile parts of him left that have not been broken over 127 times. (This is a unique, GM-granted ability, to reflect Darth Sion in Star Wars: Knights of the Old Republic II - Sith Lords.)

Standard Attack Method: Sion fears nothing; as one who cannot die, why should he? He wades headlong into combat, and uses his Force powers and combat feats with no worries of failure. If he misses, he will get a second chance. Usually, he begins by boosting his power with Battlemind and/or Enhance Ability (Strength), and then he enters a rage. He will almost always make use of Power Attack, adding as much damage to every strike as possible.

BACKGROUND

Purpose: Put simply, Darth Sion's purpose is to kick your ass. Really though, there are few foes who are as physically powerful as Darth Sion, especially when no amount of physical damage can seem to kill him.

Darth Nihilus: Male Human Jedi Guardian 11/Sith Lord 9; Init + (+ Dex); Defense (+14 class, + Dex); Spd 10 m; VP/WP /; BAB: +20; Atk +/+/+ melee (d+, weapon) or +/+/+ ranged; SQ Dark Sever Force, Cosmic Force, Wound in the Force, Deflect (defense +4, attack -1; extend, block), JG Bonus Feat x2 (), Increase Lightsaber Damage (7d8), Jedi Knight (Lightsaber Defense), Resource Access, Sith Battle Prowess x3 (Knight Defense, Master Defense, Mettle), Sith Secrets x2 (Force Mastery, Malevolent), Minions, Exceptional Minions; SV Fort +13, Ref +13, Will +11; SZ M; FP ; DSP ; Rep +6; Str 1, Dex 1, Con 1, Int 1, Wis 1 Cha 1. Challenge Code H.

Equipment: Lightsaber* (red).

Skills: Disable Device +, Gather Information +, Intimidate +, Move Silently +, Read/Write Basic, Search +, Sense Motive +, Speak Basic, Treat Injury +.

Force Skills: Affect Mind +, Alchemy +, Battlemind +, Dark Sever Force +, Enhance Senses +, Farseeing +1, Force Defense +, Force Grip +, Force Strike +, Heal Another +, Move Object +, See Force +, Telepathy +.

Feats: (#) .

Force Feats: Drain Force, Force Mind, Knight Mind, Master Mind.

Special Qualities: Dark Sever Force - Darth Nihilus can use the Sever Force skill, even though he has too many Dark Side points. He used this power on Darth Traya, to defeat the Sith Lord, and take control. (This is a unique, GM-granted ability, to reflect Darth Nihilus in Star Wars: Knights of the Old Republic II - Sith Lords.)

Cosmic Force - In many ways, Darth Nihilus is like a god; he can consume whole planets, and sense the whole of the Force over vast distances (his Master Mind feat actually makes the range a sector). However, this brings weaknesses, too. He no longer "sees" people, even worlds are just dots of sustenance. His Search and Spot skills can be used at enormous ranges, through the Force, but they suffer a -10 penalty when used at "normal" ranges. More importantly, if Darth Nihilus does not consume worlds, or powerful Force-sensitives, he will die. Each week that passes without him feeding, he loses a Wound point, and he can no longer heal by normal means. Only the consumption of worlds strong in the Force can sustain him, refilling his Wound pool. If he kills a Force-sensitive, he regains a number of Wounds equal to their Force point total. (This is a unique, GM-granted ability, to reflect Darth Nihilus in Star Wars: Knights of the Old Republic II - Sith Lords.)

Wound in the Force - Darth Nihilus is like a hole in the Force, a wound that aches to be filled by life energy, but like a black hole, it can never be satiated. This grants Darth Nihilus two abilities: first, he cannot be sensed through the Force (this is how he avoids his foes, and approaches his prey), and second, he may use the Drain Force feat at will, rather than once per week, though, if it fails, he is stunned for a round afterward. (This is a unique, GM-granted ability, to reflect Darth Nihilus in Star Wars: Knights of the Old Republic II - Sith Lords.)

Standard Attack Method: Darth Nihilus doesn't usually attack in the conventional sense. He arrives in his Force-manipulated vessel, saps a planet of all its life force, and departs. The fact that he can only perceive things on a vast scale also leaves him at a disadvantage. Still, as a Sith Lord, he is quite skilled with a lightsaber, and very powerful in the Dark Side techniques of his peers.

BACKGROUND

Purpose: .

NOTE: Even in comparison, Darth Nihilus might seem overly powerful, and this is intentional; he IS overly powerful, he's just not invincible. Person to person, he may not be so mighty (he is though), but he can eat a planet. In other places, we call that Galactus, the World Devourer.

SPECIALS FROM KOTOR II
Classes
Jedi Sentinel: rather than following the template, I use an actual Jedi Sentinel core class. I found it online, and now it's nowhere to be found. Anyway, I posted it, so go here to see it.
Tech Specialist: I agree with several others that the Tech Specialist, as presented in the Star Wars Revised Core Rulebook, is not powerful enough, and I use a variant from the WotC website, found here.

Equipment
Atton's Jacket: Using special underlay construction techniques, not seen often today, Atton's jacket grants him Damage Reduction 4, though it counts as clothing, not armor, and is not restricting.
Mira's Jacket: Using special underlay construction techniques, not seen often today, Mira's jacket grants her Damage Reduction 3, though it counts as clothing, not armor, and is not restricting.
Mira's Wrist Rocket Launcher: Similar to Boba Fett, 4,000 years later, Mira is armed with a wrist-mounted rocket launcher, capable of launching various missiles, grenades, and darts. While there are several varieties of missiles, darts, and grenades, Mira mostly uses explosive-head concussion rockets, as these disorient and stun, but do not usually kill. Seeker missiles, another option, can be found on p.375 of the Star Wars: RCRB. It uses the following stats:

Weapon Damage Critical Range Increment Weight Type Cost
Wrist rocket launcher 2d6* -- 10m (2m) 5 kg Energy 1,000
Additional rockets -- -- -- -- -- 100

Ordo's Implant: Canderous Ordo, also known as Mandalore, possesses a powerful implant. It allows him to increase one of the following abilities (Strength, Dexterity, or Constitution) by 2 points. At the beginning of any given round, he may choose which ability to boost. +2 Str grants a +1 bonus to melee attacks, melee damage, and any skills that use Strength. +2 Dex grants a +1 to ranged attacks, initiative, defense, and any skills that use Dexterity, though with his armor, these do not apply. +2 Con grants 17 extra points of vitality and 2 extra wounds, as well as a +1 to any skills that use Constitution (not that Mandalore has any). As a separate, constant function, the implant also fast heals 5 VP/round, and 2 WP/hour.

Many other characters also have special abilities similar to those the use in KOTOR II. When possible, I have tried to approximate their specials as well as possible. Only Atton's Last Man Standing ability seems to have escaped me.

The Ebon Hawk
The Ebon Hawk is quite a ship, all things considered. It is very fast, somewhat durable, better armed than most ships of its designation, oh, and again, it's fast. In many ways, it's almost like a character, itself (much as the Millennium Falcon, upon which it is heavily based is).

Class: Light freighter (space transport), Crew: 2 to 4 (Unique +15), Size: Small (40 m long), Initiative: +5 (+1 size, +4 crew*), Hyperdrive: x1 (backup x8), Maneuver: +16 (+1 size, +15 crew*), Passengers: 10, Defense: 21 (+1 size, +10 armor), Cargo Capacity: 100 tons, Consumables: 2 months, Hull Points: 180 (DR 20), Shield Points: 90 (DR 20), Cost: not available for sale, Maximum Speed in Space: Ramming (10 squares/action), Atmospheric Speed: 1,050 km/h (18 squares/action)
Weapon: Dual Turbolasers (2); Fire Arc: Turret; Attack Bonus: +25 (+1 size, +16 crew*, +8 fire control); Damage: 5d10x2.
Weapon: Heavy Lasers (2); Fire Arc: Front; Attack Bonus: +25 (+1 size, +16 crew*, +8 fire control); Damage: 5d10x2.
*-These stats assume Atton Rand is the pilot. When Atton pilots, he adds his Dexterity bonus to Initiative, his Pilot skill modifier to the ship's maneuver modifier, and his base ranged attack bonus to the ship's weapons.

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 (Search 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

Other Characters From The KOTOR Era: Sith Lords

Wizards releases statistics for other characters, often with the minis, and some recent ones are with KOTOR-era characters.

Mandalore the Indomitable: Male Mandalorian soldier 6/elite trooper 5; Init +6; Defense 19 (+7 class, +2 Dex); Spd 6 m; DR 11, VP/WP 104/16; Atk +13/+8 melee (2d8, force pike) or +14/+9 melee (2d10/19–20, Mythosaur axe) or +12/+7 ranged (3d6, blaster pistol); SQ uncanny dodge (Dex bonus), SV Fort +12, Ref +6, Will +6; SZ M; FP 2; DSP 5; Rep +4; Str 16, Dex 15, Con 16, Int 10, Wis 14, Cha 12. Challenge Code E.

Equipment: Mandalore's Crusader armor (see below), mythosaur axe (see below), Force pike, blaster pistol, comlink, basilisk war droid.

Skills: Astrogate +3, Computer Use +6, Demolitions +6, Hide +5 , Intimidate +7, Listen +6, Move Silently +3, Pilot +9, Search +3, Spot +6, Repair +2, Tumble +1.

Feats: Armor Proficiency (light, medium, heavy), Dodge, Exotic Weapon Proficiency (Mythosaur axe), Improved Critical (Mythosaur Axe), Improved Initiative, Infamy, Martial Arts, Point Blank Shot, Starship Operation (capital ship), Two-Weapon Fighting, Weapon Focus (Mythosaur axe), Weapon Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons), Zero-G Training.

Crusader Armor
Around the time of the Sith War, most Mandalorians wore highly customized Crusader armor. Each suit had a similar organic look with armored plates, spikes, studs, and straps modified to the wearer's specifications. Crusader armor is much simpler than later Mandalorian armor, as it does not feature built-in weaponry. Some versions also include early rocket packs. Crusader armor can be completely sealed for use in hard vacuum.
Armor Type: Heavy Armor; Proficiency Group: Heavy; Cost: 10,000 (standard) or using Mandalorian Iron: 42,000 (soldiers), 84,000 (officers) or 336,000 (Mandalore); Damage Reduction: 6 (standard) or using Mandalorian Iron: 8 (soldiers), 9 (officers) or 11 (Mandalore); Maximum Dex Bonus: +2; Armor Check Penalty: –5; Speed: 6m/2m; Weight: 45 kg; Availability: Military

Mythosaur Axe
The mythosaur axe is a traditional Mandalorian weapon, used during the Sith War. The double-bit axe features telescopic blades that fan out from a central shaft. For portability, the blades are extended only when in combat. Traditionally, the blades are made from mythosaur bone, but as those ancient creatures are rare (if not extinct), later versions use modern materials.
Weapon Type: Melee weapon; Proficiency Group: Exotic (mythosaur axe); Cost: 5,000; Damage: 2d10; Critical: 20; Weight: 4 kg; Type: Slashing; Size: Large; Hardness: 10; WP: 10; Break DC: 20; Availability: Military

The Mandalorians are renowned for their excellent combat abilities. Their loyalties, motives, and signature armor might vary, but they are always a force to be respected and feared. Early Mandalorians were probably Taung, but the Mandalorian tradition was not restricted to any one species. Traditionally, the Mandalorian leader carried the title of Mandalore, though others often added descriptive terms to differentiate between them.

Such is the case with Mandalore the Indomitable. Four thousand years before the fall of the Republic, this early Mandalore was driven to conquer and prove the strength and skill of the Mandalorians. He went so far as to challenge the rogue Jedi Ulic Qel-Droma to single combat at the beginning of the Great Sith War. Ulic quickly defeated Mandalore and called upon him and the Mandalorians to join the Sith cause. Mandalore proved a worthy ally, later helping Exar Kun to rescue Ulic after a risky strike on Coruscant.

However, the Republic soon gained the upper hand in the Great Sith War, stripping Ulic of his Jedi abilities and defeating Exar Kun on Yavin 4. Mandalore himself fell to the savage beasts of Dxun, where he had fled with his remaining forces after a failed attack on Onderon. In keeping with Mandalorian tradition, one of his soldiers found his mask, donning it to become the next Mandalore.

For more information on the Mandalorians, see "The History of the Mandalorians" in Star Wars Insider #80. For more on Mandalore the Indomitable and the story of the Sith War, see Tales of the Jedi: The Sith War, from Dark Horse Comics.

Mandalorian Warrior: Male Human soldier 4; Init +2 (+2 Dex); Def 16 (+2 Dex, +4 Class); DR 5; Spd 8 m; VP/WP 30/13; Atk +6 ranged (by weapon) or +9 melee (3d8+4, great force pike); SV Fort +5, Ref +3, Will +2; SZ M; FP 1; DSP 1; Rep +1; Str 16, Dex 14, Con 13, Int 8, Wis 12, Cha 10. Challenge Code ?

Equipment: Padded battle armor (Mandalorian iron*), great force pike** (reach: 4 meters)

Skills: Intimidate +7, Listen +4, Pilot +7, Read/Write Basic, Speak Basic, Spot +4, Treat Injury +5

Feats: Armor Proficiency (light, medium), Cleave, Combat Reflexes, Great Cleave, Power Attack, Weapon Focus (great force pike), Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons).

* See Jedi Counseling 81

** See Arms & Equipment Guide, page 30.

In the years after the defeat of Exar Kun (four millennia before the Battle of Yavin), Mandalore the Ultimate unleashed his Neo-Crusaders on the galaxy in what became known as the Mandalorian Wars. These Mandalorian warriors wore more sleek and uniform armor than their Crusader predecessors, and they ravaged countless worlds as war itself was revered as an aspect of the divine. Ultimately, the Mandalorian Neo-Crusaders were defeated by the Jedi Revan and Malak (who later became Dark Lords of the Sith), and their ranks were dispersed as they became little more than mercenaries scattered throughout the galaxy.

In an ironic twist, Revan would play a pivotal role in helping Canderous Ordo to restore the honor of the Mandalorian traditions. As the new Mandalore, Canderous Ordo employed a more advanced version of armor than that of the Neo-Crusaders. Ordo's reformed Neo-Crusaders adopted a similar style of armor in the following years in honor of the new Mandalore.

Basilisk War Droid: Huge flying war droid soldier 5; Init –1 (–1 Dex); Defense 18 (–2 size, –1 Dex, +5 class, +6 natural); DR 5; Spd 8 m, fly 20 m (average); VP/WP 57/42; Atk +12/+12 melee (1d8+12, 2 claws), +10 ranged (3d10 x 2, fire-linked laser cannons); SQ space flight (maximum speed in space: 6 squares), shatter missiles (+10 quality, 3d10 x 2 damage), shockwave generator rods (breach hull in DR/10 rounds); SV Fort +10, Ref +0, Will +1; SZ H; Face/Reach 6 m x 6 m/4 m; Rep +1; Str 30, Dex 9, Con 21, Int 4, Wis 10, Cha 9. Challenge Code E.

Equipment: Heuristic processor, 2 claw appendages, 5 weapon mounts, external seat for one rider, empathic link (+10 bonus to Sense Motive checks to anticipate rider's commands).

Skills: Sense Motive +7 (+17 to anticipate rider's commands).

Feats: Armor Proficiency (light), Multiattack, Power Attack, Skill Emphasis (Sense Motive), Weapon Focus (claws), Weapon Group Proficiency (blaster pistols, blaster rifles, simple weapons, vibro weapons), Weapon Specialization (claws).

During the Sith War, four millennia before the rise of the Empire, Mandalorian warriors rode into battle on the backs of Basilisk war droids. Massive mobile weapons platforms, the Basilisks served as loyal allies and faithful mounts for the Mandalorian riders. In fact, Basilisks were attuned to their masters' emotions so that they served almost as an extension of their riders' bodies.

The war droids could operate both in atmosphere and deep space, lifting their rear wings to expose a set of high-boost engines. The droids also featured a pair of laser cannons, a pair of shatter-missile launchers, and set of shockwave generator rods whose plasma burst could rupture a starship's hull. In addition to this formidable weaponry, their heavy forward claws were used to smash through obstacles as well as enemy infantry.

Alistair Sunrider: Male Human Jedi Guardian 6; Init +6 (+2 Dex, +4 Improved Initiative); Defense 17 (+5 class, +2 Dex); Spd 10 m; VP/WP 58/15; Atk +9/+4 melee* (3d8+2/19–20, lightsaber) or +8/+3 ranged (3d6/19–20, blaster pistol); SQ Deflect (attack –4, defense +1, extend defense and attack); SV Fort +7, Ref +7, Will +5; SZ M; FP 6; DSP 0; Rep +2; Str 15, Dex 15, Con 15, Int 16, Wis 15, Cha 18. Challenge Code C.

Equipment: Lightsaber* (green), M-TD translator droid.
* Alistair has constructed his own lightsaber.

Skills: Appraise +3, Astrogate +4, Balance +2, Bluff +4, Computer Use +6, Craft (lightsaber) +8, Diplomacy +6, Gather Information +6, Hide +2, Intimidate +6, Knowledge (Jedi lore) +6, Listen +2, Move Silently +2, Pilot +3, Read/Write Basic, Search +4, Sense Motive +3, Speak Arkanian, Speak Basic, Speak Huttese, Speak Sith, Spot +2, Treat Injury +2.

Force Skills: Affect Mind +9, Battle Influence +5, Battlemind +8, Enhance Ability +4, Farseeing +6, Force Defense +9, Heal Another +4, Heal Self +8, Inspire +11, Move Object +5, See Force +5, Sever Force +15, Telepathy +3.

Feats: Exotic Weapon Proficiency (lightsaber), Force-Sensitive, Improved Initiative, Skill Emphasis (Sever Force), Weapon Group Proficiency (blaster pistols, simple weapons).

Force Feats: Alter, Battle Meditation, Control, Force Mind, Mettle, Sense.

Alistair Sunrider is a character of mine from a game set approximately 1000 yers prior to the Battle of Yavin. He is a descendant of Nomi Sunrider, and a Jedi who's name is known to all others in his age. They watch to see if his career follows his ultimate grandmother's, and note that he has most of the powers that made her unique.

Star Wars:The Force Unleashed

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