View Full Version : Stats for SW characters

Inquisitor Tremayne
03-28-2008, 12:37 PM
The mini's previews on the SWRPG website here: (http://www.wizards.com/default.asp?x=starwars) have been statting out some NPCs from the EU.

Any thoughts, concerns, ideas about these "new" NPCs as well as new force powers, equipment and vehicles?

I'll post the list of new equipment soon.

I like everything I have seen thus far. It gives a good idea of how to shape your character and how to define abilities and things we see in the films or read in the EU.

Take Cade Skywalker for example:

Star Wars Roleplaying Game: Saga Edition Statistics
Cade Skywalker, Bounty Hunter (as of Legacy Vol. 1: Broken) CL 10

Medium male Human Jedi 1/scout 5/soldier 1/bounty hunter 2
Destiny 1; Force 5, Strong in the Force; Dark Side 5
Init +11 (may reroll); Senses Perception +10 (may reroll)
Languages Basic, Huttese, Shyriiwook

Defenses Ref 26 (flat-footed 24), Fort 25, Will 21
hp 96; Threshold 25
Speed 6 squares
Melee unarmed +8 (1d6+5)
Melee lightsaber* +8 (2d8+6)
Ranged double-barreled blaster carbine +9 (3d8+6) or
Ranged double-barreled blaster carbine +4/+4 (3d8+6) with Double Attack
Base Atk +7; Grp +9
Atk Options Double Attack
Special Actions Acute Senses, Deflect, Hunter's Mark, Power of the Dark Side
Force Powers Known (Use the Force +11): dark transfer, Force disarm, Force thrust, move object
Abilities Str 13, Dex 15, Con 18, Int 14, Wis 13, Cha 14
Special Qualities familiar foe +1
Talents Acute Senses, Armored Defense, Deflect, Hunter's Mark, Improved Initiative, Power of the Dark Side
Feats Armor Proficiency (light), Double Attack (rifles), Force Sensitivity, Force Training (2), Martial Arts I, Skill Training (Survival), Strong in the Force, Weapon Proficiency (lightsabers, pistols, rifles, simple weapons)
Skills Acrobatics +11, Initiative +11, Perception +10, Pilot +11, Survival +10, Use the Force +11
Possessions double-barreled blaster carbine (tech specialist mod; +2 to damage) with no stock, data chips, the Mynock, blast vest (+2 armor)
Dark transfer [Dark Side] -- You use the dark side of the Force to heal another living creature. Time: Standard action. Target: One creature touched.
Make a Use the Force Check: The result of the check determines the effect, if any:

DC 15: The target heals hit points equal to 2 x your character level.
DC 20: The target heals hit points equal to 3 x your character level.
DC 25: The target heals hit points equal to 4 x your character level.

Each time you use dark transfer, you move 1 persistent step down the condition track. You must rest for 8 hours to remove this condition.

Special: You may spend a Force Point to avoid moving down the condition track when you use this Force power. You may spend a Destiny Point to revive a creature that has just died. You must use this Force power within 1 round of the creature's death to revive it, and you must succeed on a DC 25 Use the Force check. If successful, the creature is unconscious instead of dead and does not heal any hit points from the use of dark transfer.
* Cade does not carry his own lightsaber at this time but occasionally uses others when the need arises.

Good to see I think.

03-29-2008, 08:57 PM
My brother is Dming currently and I'm thinking of specing my scout/soldier as an armored bashing/punching bag.

Not sure if I should give him melee feats or martial arts though...