Designed by jadenkorr

You can use a foe’s own momentum against him, rolling him over your shoulder.
Prerequisite: Trip
Benefit: Once per turn, when fighting defensively and an enemy misses on a melee attack roll against you, you may make a grapple check to trip as a reaction. This counts as an attack of opportunity.

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March 7th, 2010

The Hutt Cartel
The Hutt Cartel is the collective criminal empire of the Hutts, which covers all of Hutt Space and numerous backwater worlds and ports. It is both feared and respected as a dangerous group, but they pay well for smugglers, muscle, and lackeys. It was so powerful that during the Clone Wars, Count Dooku believed an alliance between the Hutts and Confederacy of Independent Systems could defeat the Republic, framing the Jedi for the kidnapping of Jabba’s son Rotta. But for the quick thinking of Anakin Skywalker and his padawan, Ahsoka Tano, the Republic would have been pressed even harder to maintain peace.
Within the Cartel is a web of deception and shaky alliances between the Hutt Clans, called kajidics when involved in crime. Close allies frequently turn on each other, constantly shifting the balance of power between kajidics, while some are wiped out completely. Feuds ensue over smuggling runs, arms dealing, spice, and slave trades. Despite the instability, many of the toughest criminals and bounty hunters end up affiliated with one kajidic or another for the sake of the benefits.
Type: Crime Syndicate
Enemies and Allies: The Hutt Cartel is commonly allied with the Bounty Hunters Guild and occasionally Black Sun, but for the most part, the Hutts remain loyal only to themselves.
Scale: 15 (Galactic Region)
Organization Score Criteria: In order to become a member of the Hutt Cartel, a character must accept a mission from a member, or gain employment from one of the higher-ranking members, usually a Hutt. There is no pledge or contract to be signed.
Criteria Tables:
POSITIVE CRITERIA
Character Level +1/2 character levels
Member of the Hutt species +3
Is part of a favored Hutt Clan +2
Charisma 13 or higher +1
Base attack bonus of 5+ +1
Has at least one talent from the Smuggler talent tree +1
Has at least one level in the Crime Lord prestige class +1
Has at least one level in the Outlaw prestige class +1
Wealth +1 per 50,000 credits
From any planet in Hutt Space +1
Reviled +1/4 Dark Side Score
Recruits a new member into the Hutt Cartel +1
Recommendation of a member with an organization score of 21+ +1
Captures valuable cargo +1 per 20,000 credits value (max +5)
Completes a mission assigned by the Hutt Cartel +1 per mission
Defeats an enemy of the Hutt Cartel in combat +1/4 opponent’s CL
NEGATIVE CRITERIA
Known to be friendly with an enemy of the Hutt Cartel -1
Loses or destroys supplies belonging to the Hutt Cartel -1 per 5,000 credit value
Fails a mission assigned by the Hutt Cartel -2
Steals from the Hutt Cartel -2 to -10
Provides information about the Hutt Cartel to an enemy -5
Kills a member of the Hutt Cartel intentionally -20
Rank – Score – Title: Benefits and Duties
0 – 3 or less - None
1 – 4 to 7 – Thug: Thugs are the minions and lackeys of more important members of the cartel, rarely acting alone. Usually, a crook or underboss supervises teams of them during an operation. Once per encounter, a thug may mention his superiors and gain favorable circumstances on one Persuasion check to intimidate.
2 – 8 to 10 – Crook: Crooks act more independently than thugs, but are often assigned particular missions by an underboss. They are the go-to men of the Cartel, filling whatever role is necessary. Crooks pay no license fees for licensed goods within the Cartel’s sphere of influence.
3 – 11 to 15 – Enforcer: Enforcers are big guns in the Cartel. Usually bounty hunters, gangsters, and small time crime lords, they control Cartel operations within a given city or shadowport, with many crooks and thugs at their call. The often run smuggling rings Enforcers receive an additional 15% of the cost of any restricted, military, or illegal goods that they sell.
4 – 16 to 22 – Underboss: Underboss is the highest rank a non-Hutt can gain within the Cartel, and oversees larger operations. He is responsible for eliminating those in bad standing with the Cartel, and commands enough resources to rule a whole planetary region. Once per month, an underboss can requisition a specialist agent (one who has no more than eight levels) within the Cartel’s sphere of influence for up to one week without any cost.
5 – 23 or more – Kajidic Elder: Only Hutts can become a Kajidic Elder, part of the council that runs a given kajidic. They are widely feared, and have large enough influence to control an entire planet, with two or three underbosses to carry out their bidding. They can manipulate the flow of trade, and live in palaces. A Kajidic Elder can spend a Force point to immediately requisition 15,000 credits of supplies, regardless of restrictions.
Kajidics for GM use
Various Kajidics and Hutt Clans exist, and affiliation with one can bring characters much aid and much opposition. Clan rivalries are fierce, so one should choose friends wisely. The following are a number of kajidics, each with some description, to aid – but not restrict – the GM. Kajidics make good antagonists and, on rare occasion, patrons, for the heroes to deal with.
Anjiliac: The Anjiliac kajidic runs the shadowport known as Port Nadir, and control much of the operations there. It is composed of many Hutts, and makes credits via gambling, extortion, spice, and slavery. They discoverd that mixing glitterstim and a virus from Varl creates the Tempest spice.
Besadii: The Besadii kajidic runs one of the most successful slave trades in the galaxy, and Ylesia and Fondor are two of their most profitable worlds. It is shut down by the Rebel Alliance though. They are bitter enemies of the Desilijic Clan.
Desilijic: The Desilijic kajidic is run by the infamous Jabba the Hutt, and its operations are largely restricted to Tatooine. On the desert world though, its influence extends to every port and city. It also has connections (and sometimes rivalries) with Black Sun.
Faljozic: The Faljozic was part of a band of kajidics ousted when the Desilijics took power on Tatooine. They prefer to control imports and exports within their influence, and obviously, hate the Desilijics.
Jahibakti: The Jahibakti kajidic was also operating on Tatooine when Jabba came, and at the time, they, under the supervision of Gardulla the Hutt, ran an arms dealing business and controlled 50% of the water supply. They use strategic resource control and quality arms to control their domain.
Nasirii: Also kicked off Tatooine by the Desilijics, the Nasirii kajidic runs pleasure dens and other forms of entertainment, legal and otherwise. They despise Jabba.
Nokko: The Nokko kajidic took part in the feud over the tempest spice (devolped by the Anjiliacs), with operations being headed by Lungru Nokko Vimmas the Hutt. The most likely deal in spice and other drugs.
Qulappa: The Qulappa kajidic operates out of a “floating fortress” on Boonta, that they allegedly found to be from Xim the Despot’s empire. They are also likely to run operations involving the many scrapyards and starship graveyards on Boonta.

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February 19th, 2010
Designed by jadenkorr

Set HarthCL 16
Human Male Jedi 7/Scoundrel 5/Jedi Knight 1/Sith Apprentice 3
Force 14; Dark Side 14
Init +15; Senses Perception +15; Bad Feeling
Languages Basic, Ancient Sith, Huttese
Defenses Ref 31(flat-footed 29, 26 with Flurry), Fort 30, Will 31 HP 146; Threshold 30
Speed 6 squares
Melee Lightsaber +18 (2d8+10)
Melee Lightsaber +20 (2d8+10) with Flurry
Melee Lightsaber +16 (3d8+10) with Rapid Strike
Ranged DX-2 Disruptor Pistol +16 (3d6+8)
Ranged Heavy Blaster Pistol +16 (3d8+8)
Ranged Heavy Blaster Pistol +14 (4d8+8) with Rapid Shot
Base Atk +14, Grp +16
Attack Options Deflect, Flurry, Lightsaber Throw, Improved Lightsaber Throw, Improved Skirmisher, Power of the Dark Side, Rapid Shot, Rapid Strike, Redirect Shot, Skirmisher
Force Powers Known (Use the Force +15): Battle Strike, Dark Rage, Force Grip, Force Thrust, Move Object, Rebuke, Resist Force (KotOR, pg 51), Saber Swarm (JATM, pg 34), Surge
Force Techniques Force Point Recovery
Abilities Str 14, Dex 14, Con 13, Int 14, Wis 14, Cha 15
Talents Dark Presence, Deflect, Improved Lightsaber Throw (TFU, pg 43), Improved Skirmisher (SaV, pg 15), Lightsaber Throw, Power of the Dark Side, Redirect Shot, Skirmisher, Thrown Lightsaber Mastery (TFU, pg 43), Transfer Essence (JATM, pg 16)
Feats Bad Feeling (TFU, page 32), Flurry, Force Sensitivity, Force Training (x3), Informer (TFU, page 33), Point Blank Shot, Quick Draw, Rapid Shot, Rapid Strike, Skill Training (Deception), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, pistols, simple weapons)
Skills Deception +15, Initiative +15, Perception +15 (may substitute for Gather Information checks), Persuasion +15, Pilot +15, Use the Force +15
Possessions DX-2 Disrupter Pistol (TFU, page 99), Heavy Blaster Pistol, Holocron of Darth Andeddu, Lightsaber (self-built, red),
*Set Harth is considered to have fulfilled the Discovery destiny when he found the secret to transferring consciousness.

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February 15th, 2010
Designed by jadenkorr

Darth Bane , at deathCL 20
Human Male Soldier 3/Jedi 7/Sith Apprentice 5/Sith Lord 5
Force 17; Dark Side 16
Init +17; Senses Perception +18
Languages Basic, Ancient Sith
Defenses Ref 35 (flat-footed 33), Fort 35, Will 36 HP 222; Threshold 35
Speed 6 squares
Melee Dueling Lightsaber +25 (2d8+20)
Ranged By Weapon +22
Base Atk +20, Grp +23
Attack Options Bantha Rush, Block, Deflect, Djem So, Double Attack, Improved Bantha Rush, Mobile Combatant, Power Attack, Sith Military Training, Relentless Attack, Stunning Strike
Force Powers Known (Use the Force +23): dark rage, Falling Avalanche (JATM pg 31), Force Grip, Force Lightning (x2), Hatred (JATM pg 26), Move Object, Rebuke, Saber Swarm (JATM pg 34), Surge, Thought Bomb (JATM pg 28), Vornskr’s Ferocity (JATM pg 36)
Force Techniques Improved Dark Rage (TFU pg 88), Improved Force Lightning (TFU pg 88)
Force Secrets Corrupted Power (TFU pg 89), Debilitating Power (TFU pg 89), Devastating Power, Multitarget Power
Abilities Str 16, Dex 14, Con 14, Int 12, Wis 16, Cha 16
Talents Block, Dark Healing, Dark Healing Field (KotOR pg 40), Dark Side Adept, Deflect, Force Deception, Improved Dark Healing, Melee Smash, Mobile Combatant (TFU pg 24), Stolen Form (Djem So) (TotG), Stunning Strike, Weapon Specialization (lightsabers)
Feats Armor Proficiency (light, medium), Bantha Rush, Double Attack, Force Sensitivity, Force Training (x3), Improved Bantha Rush (TFU pg 33), Power Attack, Relentless Attack (JATM pg 23), Sith Military Training, Skill Focus (Use the Force), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, pistols, rifles, simple weapons)
Skills Endurance +17, Initiative +17, Perception +18, Persuasion + 18, Use the Force +23 (may substitute for Deception, may reroll when activating Force powers with the dark side descriptor, keeping second result)
Possessions Dueling Lightsaber (self-built, red), Sith Robes, holocron (self-built)
*Darth Bane is considered to have fulfilled the Destruction destiny when he destroyed the Sith Order.

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February 8th, 2010
Hysalrian

Created by Darth_Thespius
Personality: Hysalrian’s are gentle dispite their large size and intimidating features. Most Hysalrian’s live their lives in isolation. But a few venture out to explore the Galaxy.
Physical Description: Hysalrians are large serpent like sentients with four arms and four eyes.
Homeworld: Hysalrians come from a swamp planet named Gormo.
Languages: Hysalrians speak, read, and write Hysalrian and Basic
Example Names: N’Kata, Sseket, R’Gada (Hysalrians posses a single named followed by an indication of their birth planet. Example: N’kata Del Gormo)
Adventurers: Heroic Hysalrians are often Scouts or Jedi.
Hysalrian Species Traits
Hysalrian’s share the following species traits:
Ability Modifiers: +2 Dex, +2 Wis -2 Cha. Hysalrians are agile and wise, but many find Hlsalrians strange and off putting.
Large Size: Hysalrians take a -1 penalty to their Reflex Defense, a -5 penalty on Stealth checks, and a +5 size bonus to their damage threshold. Their lifting and carrying limits are double those of Medium characters
Speed: Hysalrian base speed is 6 squares
Extra Arms: Hysalrians can hold up to four items or weapons at a time. This ability does not grant extra attacks; however, it does mean that a Hysalrian can wield two two-handed weapons at a time.
Expert Grappler: Due to it’s four arms and long serpentine body, Hysalrian’s gain a +5 bonus to Grappling attacks.
Heroic Traits
Age:
Child: 1-12 years, Young Adult: 13-17 years, Adult: 18-70 years, Middle Age: 71-100 years, Old: 101-150 years, Venerable: 151-220 years
nerable:Height and Weight
Average Height: 3.0 m, Average Weight: 100 kg

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February 1st, 2010
Designed by darth_meanie and Darth_Thespius

For use in the Misfortune and Weapon Specialist Talent Tree
Expert Assassin
Pre-Requisites: Precise Shot, Far Shot, Dexterity 15+
When you are not in combat, your target is otherwise unaware of you, and you have a targeting scope or similar device, you may use the aim action to be considered adjacent to your target for the purposes of coup de grace attacks.

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December 7th, 2009
Designed by jadenkorr

Soresu Sweep [lightsaber form]
With one stroke of you lightsaber, you can deflect multiple shots. Time: Reaction. Target: One or more incoming ranged attacks.
Make a Use the Force check. The result of the check determines the result, if any.
DC 15: Make a single Use the Force check at a -5 penalty and compare it to the attack roll of any ranged attack made against you.. If your Use the Force check equals or exceeds the attack roll, you take no damage; this effect lasts until the start of your turn. However, you cannot make any normal Deflect attempts until the start of your turn, and you cannot use Redirect Shot to supplement this Force Power.
DC 20: As DC 15, but the penalty decreases to -3.
DC 25: As DC 20, but the penalty decreases to -1.
Special (Soresu): If you have the Soresu talent, you you may spend a Force point at the time of activation to reroll this check as though you were using the Deflect talent.

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November 9th, 2009
Designed by jadenkorr
Using the Force, you can increase the amount of friction between yourself and a surface, slowing your descent. Time: Swift action Targets: You and a surface you are touching.
Make a Use the Force check. The result of the check determines the result, if any.
DC 15: When adjacent to a surface that is vertical or less steep, you descend at a rate of 3 or more squares (your choice) per turn. Both your hands and feet must be in contact with the target surface. As a move action on your turn, you may jump off, though you are not treated as having a running start.
DC 20: As DC 15, except your rate of descent slows to 2 or more squares (your choice) per turn.
DC 25: As DC 15, except your rate of descent slows to 1 or more square(s) (your choice) per turn. Additionally, you need only have one hand in contact with the surface.
Special: You may maintain this power from round to round as a Move action, making a new Use the Force check at the start of each turn. If you take damage, you must make a new check with a DC equal to 15 + damage taken or this effect ends immediately.
You may spend a Force Point to activate this Force Power as a reaction, even if it is not your turn.
Alternatively, you may spend a Force Point to completely stop descending for one round.

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November 7th, 2009
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