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Two thousand years before the events of A New Hope and the galaxy breeds a different kind of hero.  Let the Sithspawns Lair introduce you to those brave Warriors who would fight for peace, freedom and justice in the galaxy, and no doubt screw up along the way.

 

 Mandalorian Commando

Mandalorian Commando: Adult Male Human, Soldier 4; Init +2 (+2 Dex); Def 22 (+2 Dex,  +4 Class, +6 Armor); Spd 10m; VP/WP -/13; Atk +6 or +2/+2 ranged (3d6, Blaster [Pistol]), +6 or +2/+2 ranged (3d8, Blaster [Heavy Pistol]), +6 or +4/+4 or +2/+2/+2 ranged (3d8, crit 19-20, Blaster [Light Repeating]), +6 ranged (2d6, Flamethrower), +7 melee (1d4+3, Combat Gloves), +7 melee (1d6+3, crit 20, punch), +7 melee (2d6+3, Vibroblade); SQ +2 to Demolitions checks in when using explosives with computerized elements, +2 to Disable Device checks when attempting to disable electronic security systems, +2 to Repair checks when attempting to repair Computerized devices; SV Fort +5, Ref +3, Will +1; SZ M; FP: 0; Rep: +1; Str 17 (+3), Dex 14 (+2), Con 13 (+1), Int 11 (+0), Wis 11 (+0), Cha 12 (+1).

            Equipment: Blaster [Heavy Pistol], Blaster [Light Repeating], Blaster [Pistol], Combat Gloves, Flamethrower, Vibroblade, Vonduun Crab-shell [Medium Subcommander armor] (Damage reduction: 8)

            Skills: Astrogate +3, Computer Use +5, Demolitions +5, Intimidate +5, Pilot +7, Profession (Mercenary) +5, Read/Write Basic, Repair +4, Speak Basic, Treat Injury +4

            Feats: Armor Proficiency (heavy, light, medium), Martial Artist, Starship Operation (capital ship), Two-weapon Fighting, Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)

 

 

 

 

 character type

 Soldier

 loyalty 

 The Mandalore

 race

 Mandalorian

 GM ID

 Ugavine

 

 

 

   

 

 

 Mercenary
Mercenaries are usually nothing more than guns for hire.  Men and women of little morals, happy to work and kill for whoever pays most.  A Mercenaries life is far from easy, though those tougher jobs demand higher fees.  Those that make it to those high fees are always have what it take to back up their reputation.  Mercenaries come from various backgrounds, ex-militia men, disgraced soldiers, ex-underworld enforcers, or simply tough guys after a few fast creds.

Mercenary: Adult Male Human, Scoundrel 2/Soldier 2; Init +2 (+2 Dex); Def 17 ( +2 Dex, +5 Class); Spd 10m; VP/WP -/17; Atk +5 melee (1d3+2, punch), +5 melee (2d6+2, Vibroblade), +5 or +1/+1 ranged (3d8, Blaster [Heavy Pistol]), +5 or +3/+3 or +1/+1/+1 ranged (3d8, crit 19-20, Blaster [Light Repeating]), +5 ranged (4d6/2d6, Grenade [Frag]), +5 ranged (8d6/4d6, Thermal Detonator); SQ Better luck than good, Illicit barter; SV Fort +5, Ref +5, Will +0; SZ M; FP: 0; Rep: +1; Str 14, Dex 15, Con 14, Int 11, Wis 10, Cha 10.

Equipment: Blaster [Heavy Pistol], Blaster [Light Repeating], Comlink, Grenade [Frag], Medpac, Thermal Detonator, Utility Belt (Contains 3 days rations, 1x Medpac, 1x Tool kit, 1x Power pack, 1x Energy Cell, 1x Glow rod, 1x Comlink, Couple Empty Pouches), Vibroblade

Skills: Appraise +4, Astrogate +4, Computer Use +4, Demolitions +5, Disable Device +4, Gather Information +4, Intimidate +4, Knowledge (Streetwise) +4, Pilot +7, Profession (Mercenary) +5, Read/Write Basic, Search +4, Sleight of Hand +6, Speak Basic, Spot +4

Feats: Ambidexterity, Armor Proficiency (light, medium), Toughness, Two-weapon Fighting, Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)

 

Mercenary (tough): Adult Male Human, Scoundrel 4/Soldier 4; Init +2 (+2 Dex); Def 19 ( +2 Dex, +7 Class); Spd 10m; VP/WP -/18; Atk +10/+5 or +8/+8/+3 or +6/+6/+6/+1 ranged (3d8, crit 19-20, Blaster [Light Repeating]), +9/+4 melee (1d3+2, punch), +9/+4 melee (2d6+2, Vibroblade), +9/+4 or +5/+5/+0 ranged (3d8, Blaster [Heavy Pistol]), +9/+4 ranged (4d6/2d6, Grenade [Frag]), +9/+4 ranged (8d6/4d6, Thermal Detonator); SQ +3 Dodge bonus to Defense when fighting defensively, +6 Dodge bonus to Defense when executing total defense action, Better luck than good, Illicit barter; SV Fort +7, Ref +7, Will +2; SZ M; FP: 0; Rep: +3; Str 14, Dex 15, Con 15, Int 11, Wis 10, Cha 10.

Equipment: Blaster [Heavy Pistol], Blaster [Light Repeating], Comlink, Grenade [Frag], Medpac, Thermal Detonator, Utility Belt (Contains 3 days rations, 1x Medpac, 1x Tool kit, 1x Power pack, 1x Energy Cell, 1x Glow rod, 1x Comlink, Couple Empty Pouches), Vibroblade

Skills: Appraise +4, Astrogate +4, Computer Use +4, Demolitions +8, Disable Device +4, Gather Information +4, Intimidate +11, Knowledge (Streetwise) +4, Pilot +7, Profession (Mercenary) +8, Read/Write Basic, Search +6, Sleight of Hand +8, Speak Basic, Spot +6, Treat Injury +6, Tumble +8

Feats: Ambidexterity, Armor Proficiency (heavy, light, medium), Skill Emphasis (Intimidate), Starship Operation (space transport), Toughness, Two-weapon Fighting, Weapon Focus (Blaster [Light Repeating]), Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)

 character type

 Mercenary

 loyalty 

 Himself

 race

 Human

 GM ID

 Ugavine

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

   

 

 

 Republic Officer

Republic Soldier: Adult Male Human, Thug 2/Soldier 2; Init +1 (+1 Dex); Def 19 ( +1 Dex, +3 Class, +5 Armor); Spd 10m; VP/WP -/12; Atk +5 melee (1d3+1, punch), +5 or +1/+1 ranged (3d6, Blaster [Pistol]); SQ Dark Side; SV Fort +7, Ref +1, Will +0; SZ M; FP: 0; DSPs: 16; Rep: +0; Str 12 (+1), Dex 13 (+1), Con 12 (+1), Int 11 (+0), Wis 11 (+0), Cha 12 (+1).

            Equipment: Blaster [Pistol], Breath Mask, Combat Jumpsuit, Comlink

            Skills: Astrogate +2, Climb +0, Computer Use +2, Intimidate +2, Knowledge (Republic Law) +4, Pilot +5, Profession (Soldier) +2, Repair +1, Ride +3, Swim +0, Treat Injury +2

            Feats: Armor Proficiency (light, medium), Dodge, Sharp-eyed, Starship Operation (starfighter), Trustworthy, Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)

 

 

 

 

 

 

 character type

 Soldier

 loyalty 

 The Republic

 race

 Human

 GM ID

 Ugavine

 

   

 

 

 Sith Soldier

Sith Soldier: Adult Male Human, Thug 4; Init +1 (+1 Dex); Def 12 ( +1 Dex, +1 Class); Spd 10m; VP/WP -/11; Atk +4 melee (1d3, punch), +5 or +1/+1 ranged (3d8, crit 19-20, Blaster [Rifle]); SQ Dark Side; SV Fort +4, Ref +2, Will +0; SZ M; FP: 0; DSPs: 12; Rep: +1; Str 11, Dex 12, Con 11, Int 9, Wis 9, Cha 10.

Equipment: Blaster [Rifle]

Armour: Damage Reduction 6

Skills: Climb +2, Intimidate +7, Knowledge (Sith Law) +1, Knowledge (Sith Lore) +1, Pilot +3

Feats: Armor Proficiency (light), Infamy, Skill Emphasis (Intimidate), Weapons Group Proficiency (blaster pistols, blaster rifles, simple weapons)

 

 

 

 

 character type

 Soldier

 loyalty 

 The Sith

 race

 Human

 GM ID

 Ugavine

 

   

 

 Sith Warrior

Dark Adept: Adult Male Human, Jedi Guardian 4; Init +5 (+1 Dex, +4 Bonus); Def 17 ( +1 Dex, +6 Class); Spd 10m; VP/WP -/12; Atk +5 or +1/+1 ranged (3d6, Blaster [Pistol]), +6 melee (1d3+2, punch), +6 melee (2d8+2, crit 19-20, Lightsaber); SV Fort +5, Ref +5, Will +4; SZ M; FP: 0; Rep: +3; Str 14, Dex 13, Con 12, Int 14, Wis 14, Cha 12.

            Equipment: Blaster [Pistol], Lightsaber

            Skills: Climb +5, Computer Use +5, Craft (Lightsabre) +5, Hide +2, Intimidate +4, Knowledge (Jedi Lore) +7, Pilot +3, Read/Write Basic, Speak Basic, Spot +3

            Force Skills: Affect Mind +4, Drain Energy +4, Fear +5, Force Grip +5, Heal Self +4, Move Object +5

            Feats: Dodge, Exotic Weapon Proficiency (lightsaber), Force-Sensitive, Improved Initiative, Two-weapon Fighting, Weapons Group Proficiency (blaster pistols, simple weapons)

            Force Feats: Alter, Control, Sense

 

Dark Jedi: Adult Male Human, Jedi Guardian 8; Init +6 (+2 Dex, +4 Bonus); Def 20 ( +2 Dex, +8 Class); Spd 10m; VP/WP -/12; Atk +10/+5 melee (1d6+2, crit 20, punch), +10/+5 melee (3d8+2, crit 19-20, Lightsaber), +10/+5 or +6/+6/+1 ranged (3d6, Blaster [Pistol]); SQ Dark Side, Jedi Knight, Lightsaber Damage +1d8; SV Fort +7, Ref +8, Will +6; SZ M; FP: 0; DSPs: 24; Rep: +5; Str 14, Dex 14, Con 12, Int 14, Wis 14, Cha 12.

            Equipment: Blaster [Pistol], Lightsaber

            Skills: Climb +5, Computer Use +5, Craft (Lightsaber) +5, Hide +3, Intimidate +4, Knowledge (Jedi Lore) +7, Pilot +6, Profession +5, Read/Write Basic, Speak Basic, Spot +3

            Force Skills: Affect Mind +5, Drain Energy +9, Drain Knowledge +10, Fear +11, Force Grip +9, Force Lightening +7, Force Stealth +4, Heal Self +4, Illusion +8, Move Object +5, Telepathy +4

            Feats: Dodge, Exotic Weapon Proficiency (lightsaber), Force-Sensitive, Improved Initiative, Martial Artist, Two-weapon Fighting, Weapons Group Proficiency (blaster pistols, simple weapons)

            Force Feats: Alter, Control, Sense

 

Dark Jedi: Human Jedi Guardian 12; Init +4; Def 25 (+4 Dex, +11 class); Spd 10m; VP/WP 71 / 10; Atk +14/+9/+4 melee (4d8+2, lightsaber), +16/+11/+6 ranged; SQ Jedi Knight; SV Fort +8, Ref +12, Will +9; SZ M; FP 4; DSP 14; Rep 7; Str 14, Dex 18, Con 10, Int 14, Wis 16, Cha 11. Challenge Code: D.

            Equipment: Lightsaber, dark robes

            Skills: Computer Use +5, Knowledge (Jedi lore) +5, Tumble +6, Knowledge (Sith lore) +4, Jump +4, Intimidate +3, Climb +4 Read/Write Basic, Read Sith, Speak Huttese

            Force Skills: Enhance Ability +7, Drain Energy +3, Move Object +3, Drain Knowledge +7, Telepathy +5, Force Push +6, Force Grip +8, Force Lightening +4, Affect Mind +2, Enhance Senses +6, See Force +6, Illusion +1, Fear +6, Force Stealth +4, Battlemind +2, Farseeing +4, Heal Self +3

            Feats: Force-Sensitive, Weapon Group Proficiency (simple weapons), Weapon Group Proficiency (blaster pistols), Control Exotic Weapon Proficiency (lightsaber)Martial Artist, Two-Weapon Fighting, Ambidexterity, Improved Two-Weapon Fighting, Blind-Fight

            Force Feats: Alter, Sense, Burst of Speed, Knight Speed

 character type

 Dark Side Adept

 loyalty 

 The Sith / Himself

 race

 Human

 GM ID

 Ugavine

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

   

 

 

 Jedi Knight

Jedi Padawan: Adult Human, Jedi Guardian 4; Init +1 (+1 Dex); Def 17 ( +1 Dex, +6 Class); Spd 10m; VP/WP -/13; Atk +5 melee (1d3+1, punch), +5 melee (2d8+1, crit 19-20, Lightsaber), +5 ranged (by weapon); SQ Dark Side; SV Fort +5, Ref +5, Will +4; SZ M; FP: 0; DSPs: 24; Rep: +3; Str 13, Dex 13, Con 13, Int 15, Wis 14, Cha 13.

            Equipment: Comlink, Lightsaber

            Skills: Climb +2, Computer Use +5, Craft (Lightsaber) +5, Diplomacy +2, Disable Device +3, Gather Information +2, Intimidate +3, Knowledge (Jedi Lore) +8, Pilot +4, Sense Motive +3, Spot +3

            Force Skills: Affect Mind +4, Battlemind +3, Enhance Ability +4, Farseeing +4, Heal Another -4, Heal Self +3, See Force +4, Telepathy +4

            Feats: Exotic Weapon Proficiency (lightsaber), Force-Sensitive, Heroic Surge, Quick Draw, Two-weapon Fighting, Weapons Group Proficiency (blaster pistols, simple weapons)

            Force Feats: Alter, Control, Sense

 

Jedi Knight/Master: Jedi Guardian 9/Jedi Master 3; Init +1 (+1 Dex); Defense 20 (+1 Dex, +9 class); Spd 10 m; VP/WP 104/16; Atk +15/+10/+5 melee (4d8, lightsaber) or +13/+8/+3 ranged; SQ Deflect (defense +2), deflect (attack -4), deflect (extend defense and attack), block, Force Secret (Heal Self, Battlemind); SV Fort +13, Ref +9, Will +12; SZ M; FP 7; DSP 0; Rep +5; Str 14, Dex 13, Con 16, Int 13, Wis 16, Cha 12. 

            Equipment: Lightsaber, Jedi robes, Jedi utility belt.

            Skills: Bluff +9, Craft (lightsaber) +6, Diplomacy +2, Gather Information +6, Intimidate +6, Knowledge (Jedi lore) +7, Read/Write Basic, Sense Motive +4, Speak Basic, Speak Huttese.

            Force Skills: Battlemind +11, Enhance Ability +12, Force Defense +5, Force Strike +5, Heal Self +13, See Force +13, Telepathy +9.

            Feats: Cleave, Combat Reflexes, Exotic Weapon Proficiency (lightsaber), Force-Sensitive, Improved Critical (lightsaber), Power Attack, Weapon Focus (lightsaber), Weapon Group Proficiency (blaster pistols, simple weapons).

            Force Feats: Alter, Attuned, Burst of Speed, Control, Lightsaber Defense, Sense.

 character type

 Jedi Guardian

 loyalty 

 The Jedi Order

 race

 Human

 GM ID

 Ugavine

 

 

 

 

 

 

 

 

 

   

 

 

 Fringer

Fringer: Young Adult Female Twi'lek, Fringer 4; Init +1 (+1 Dex); Def 15 ( +1 Dex, +4 Class); Spd 10m; VP/WP -/12; Atk +0 melee (2d4+1, Vibrodagger), +4 melee (1d3+1, punch), +4 or +0/+0 ranged (3d6, Blaster [Pistol]); SQ Barter, Jury-rig +2, Low-light vision; SV Fort +6, Ref +3, Will +2; SZ M; FP: 0; Rep: +1; Str 12 (+1), Dex 12 (+1), Con 12 (+1), Int 13 (+1), Wis 12 (+1), Cha 14 (+2).

            Equipment: All-Temperature cloak (+2 to Fortitude saves made to resist severe weather), Blaster [Pistol], Comlink, Medpac, Utility Belt (Contains 3 days rations, 1x Medpac, 1x Tool kit, 1x Power pack, 1x Energy Cell, 1x Glow rod, 1x Comlink, Couple Empty Pouches), Vibrodagger

            Skills: Bluff +5, Climb +4, Handle Animal +8, Hide +3, Knowledge (Planetary Systems) +5, Knowledge (Streetwise) +5, Listen +5, Pilot +5, Profession +6, Read/Write Ryl, Ride +5, Speak Basic, Speak Lekku, Speak Ryl, Spot +8, Survival +5

            Feats: Alertness, Cautious, Weapons Group Proficiency (blaster pistols, primitive weapons, simple weapons)

 

 

 

 

 

 character type

 Fringer

 loyalty 

 Herself

 race

 Twi'lek

 GM ID

 Ugavine

 

   

 

 

 Hutt Crime Boss

Hutt Crime Boss: Adult Male Hutt, Scoundrel 4/Noble 4/Crimelord 2; Init -2 (-2 Dex); Def 17 ( -2 Dex, +10 Class, -1 Size); Spd 10m; VP/WP -/14; Atk +4/-1 ranged (by weapon), +8/+3 melee (1d3+2, punch); SQ +2 to Computer Use checks when attempting to retrieve news via electronic mediums, +2 to Disguise checks when you're being observed and attempting to act in character, Better luck than good, Call in a favor (x2), Command +2, Contacts (x1), Force Resistance (Gains +6 bonus on Will saves against force skills and feats.), Illicit barter, Inspire Confidence +1, Resource Access; SV Fort +4, Ref +6, Will +13; SZ L; FP: 0; DSPs: 5; Rep: +13; Str 14 (+2), Dex 7 (-2), Con 14 (+2), Int 19 (+4), Wis 16 (+3), Cha 17 (+3).

            Skills: Appraise +11, Bluff +19, Computer Use +8, Diplomacy +13, Forgery +9, Gather Information +14, Intimidate +18 Knowledge (Bureaucracy) +9, Knowledge (Planetary Systems) +9, Knowledge (Streetwise) +11, Knowledge (Technology) +9, Listen +10, Read/Write Huttese, Sense Motive +14, Sleight of Hand +5, Speak Huttese, Spot +10

            Feats: Infamy, Iron Will, Persuasive, Skill Emphasis (Bluff, Gather Information, Intimidate), Weapons Group Proficiency (blaster pistols, simple weapons)

 

 

 

 

 

 character type

 Scoundrel / Crime Lord

 loyalty 

 Himself

 race

 Hull

 age

 350

 GM ID

 Ugavine

 

 

   

 

 

 HK Series Protocol Droid

The HK series protocol droid is renown for it's failure as a protocol model.  Programming errors make this droid series unstable.  It is relatively simply to delete the droids core behaviour protocols, with it not unknown that the droid itself has done this.  This can lead to instability.  The tough frame of the droid lends itself well to re-programming for military purposes, with it not uncommon for such droids to be used as assassins. 

HK-Series: Fourth-degree walking protocol/assassin droid, Diplomat 1/Soldier 3/Scoundrel 5: Init +6 (+2 Dex, +4 Improved Initiative); Defense 16 (+2 Dex, +4 class); Spd 10 m; VP/WP 35/14; Atk +8/+4 melee (1d6+3, unarmed strike) or +7/+3 ranged; SQ Assassination protocols, illicit barter, lucky (1/day), precise attack +1, protected memory core; SV Fort +4, Ref +7, Will +5; SZ M; FP 0; DSP 12; Rep +0; Str 16, Dex 14, Con 11, Int 14, Wis 12, Cha 10. Challenge Code C.

Equipment: Encrypted comlink (installed), environmental compensator, heuristic processor, locked access, restraining bolt (removed upon purchase), rust inhibitor, secondary battery, self-destruct system (disabled), sensors (improved package, infrared vision, motion, sonic, and telescopic), translator unit, vocabulator.

Skills: Bluff +14, Computer Use +6, Demolitions +14, Diplomacy +6, Gather Information +6, Hide +10, Intimidate + 9, Knowledge (Tactics) +6, Listen +13, Move Silently +10, Read/Write Basic, Repair +4, Sense Motive +5, Speak Basic*, Speak Sith, Speak Tusken, Spot +16.

*This droid is also equipped with a translator unit.

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

 

 

 character type

 Assassin Droid

 loyalty 

 It's Master / itself

 race

 Droid

 GM ID

 Ugavine

 

 

 

 

   

 

 

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