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Thread: SWSE npc stats

  1. #1
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    SWSE npc stats

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    here are some npc stats that I have come up with.

    One thing I must comment on is how incredibly fast it is to generate an npc. Virtually no time at all. Even high level npcs are incredibly easy to create!

    Here they go:

    Tikkes Frez Crime Lord

    Medium Quarren Male nonheroic 5/Noble 2/Crime Lord 1 CL 4
    Force 6; Darkside 10
    Init +7; Senses low-light vision, Perception +7
    Languages Basic, Dosh, Huttese, Quarrenese, Rodese, Ryl

    Defenses Ref 17 (flat-footed 16), Fort 16, Will 21
    hp 47; Threshold 16

    Speed 6 squares, swim 4 squares
    Melee unarmed +4 (1d4+1)
    Ranged hold-out blaster +5 (3d4+1)
    Base Atk +4; Grp +4
    Atk Options
    Special Actions Breathe Underwater, Expert Swimmer, Inspire Fear I

    Abilities Str 10, Dex 12, Con 14, Int 13, Wis 12, Cha 16
    Talents Presence, Inspire Fear I
    Feats Improved Defenses, linguist, Skill Focus (Deception, Persuasion), Skill Training x3, Toughness, Weapon Proficiency (pistols)
    Skills Deception +14, Gather Information +9, Initiative +7, Perception +7, Persuasion +14
    Possessions hold-out blaster pistol, 3,000 credits, comlink, datapad


    Garik Retired Smuggler

    Medium Human Male Scoundrel 8 CL 8
    Force 6; Darkside 2
    Init +9; Senses darkvision, Perception +10
    Languages Basic, Dosh, Huttese

    Defenses Ref 21 (flat-footed 19), Fort 19, Will 23
    hp 55; Threshold 19

    Speed 6 squares
    Melee unarmed +6 (1d4+4)
    Ranged heavy blaster pistol +9 (3d8+4)
    Base Atk +6; Grp +6
    Atk Options Deadeye, Lucky Shot, Point Blank Shot
    Special Actions Hyperdriven, Knack

    Abilities Str 10, Dex 14, Con 10, Int 16, Wis 12, Cha 18
    Talents Fool’s Luck, Hyperdriven, Knack, Lucky Shot
    Feats Deadeye, Dodge, Improved Defenses, Point Blank Shot, Precise Shot, Running Attack, Skill Focus (Persuasion), Vehicle Combat, Weapon Focus (blaster pistol), Weapon Proficiency (pistols, simple)
    Skills Gather Information +13, Mechanics +12, Perception +10, Persuasion +18, Pilot +11, Use Computer +12
    Possessions heavy blaster pistol


    “SP” ASP Series Labor Droid

    Medium droid (5th-degree) nonheroic2/Scout 1 CL 2
    Destiny 1; Force 6; Darkside 0
    Init +7; Senses Darkvision, Perception +1
    Languages Basic, Binary

    Defenses Ref 21 (flat-footed 20), Fort 15, Will 14
    hp 11; Threshold 15
    Immune droid traits

    Speed 6 squares (walking)
    Melee claw +4 (1d4+3)
    Ranged by weapon +2
    Base Atk +1; Grp +4
    Atk Options
    Special Actions Juryrigger

    Abilities Str 16, Dex 12, Con -, Int 6, Wis 11, Cha 5
    Talents Juryrigger
    Feats Armor Proficiency (light), Improved Defenses, Skill Focus (Endurance, Mechanics), Skill Training, Weapon Proficiency (pistols)
    Skills Endurance +11, Initiative +7, Mechanics +10, Perception +6, Pilot +7
    Systems walking locomotion, heuristic processor, 2 claw appendages, durasteel shell (+4 armor), vocabulator, internal comlink, magnetic feet, darkvision


    Prison Guard

    Medium Human nonheroic 4 CL 1
    Darkside 3
    Init +6; Senses Perception -1
    Languages Basic

    Defenses Ref 16 (flat-footed 15), Fort 12, Will 10
    hp 19; Threshold 16

    Speed 6 squares
    Melee unarmed +5 (1d4+2)
    Melee stun baton +6 (1d6+2 or 2d6+2 stun)
    Ranged blaster pistol +4 (3d6)
    Base Atk +3; Grp +5
    Atk Options
    Special Actions

    Abilities Str 14, Dex 12, Con 12, Int 8, Wis 9, Cha 10
    Feats Armor Proficiency (light), Improved Defenses, Improved Damage Threshold, Weapon Focus (stun baton), Weapon Proficiency (pistols, simple)
    Skills Initiative +6
    Possessions stun baton, combat jumpsuit, blaster pistol



    Prison Captain

    Medium Human male nonheroic 4/soldier 1/noble 1 CL 3
    Force 3; Darkside 5
    Init +8; Senses Perception +6
    Languages Basic, Dosh

    Defenses Ref 15 (flat-footed 13), Fort 15, Will 14
    hp 28; Threshold 15

    Speed 6 squares
    Melee unarmed +5 (1d4+2)
    Melee stun baton +6 (1d6+2 or 2d6+2 stun)
    Ranged blaster pistol +6 (3d6+1)
    Base Atk +4; Grp +5
    Atk Options Coordinated Attack
    Special Actions bolster ally, melee smash

    Abilities Str 12, Dex 14, Con 12, Int 12, Wis 10, Cha 12
    Talents Bolster Ally, Melee Smash

    Feats Armor Proficiency (light), Coordinated Attack, Skill Training (perception, deception), Toughness, Weapon Focus (stun baton), Weapon Proficiency (pistols, simple)
    Skills Deception +7, Initiative +8, Perception +6
    Possessions stun baton, blast vest and helmet, blaster pistol, 4d10x5 credits



    "I'm afraid it is you who are mistaken. About a great, many things."

    "It is not the rules that make or break a game, it's the GM and the players."


  2. #2
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    More NPCs!!!

    Imperial Officer

    Medium Human Male nonheroic 4/Noble 3/Officer 1 CL 5
    Force 2; Darkside 5
    Init +1; Senses Perception +10
    Languages Basic, Bocce, Durese, High Galactic

    Defenses Ref 15 (flat-footed 15), Fort 14, Will 18
    hp 33; Threshold 14

    Speed 6 squares
    Melee unarmed +6 (1d4+2)
    Ranged blaster pistol +5 (3d6+2 or 2d6+2 stun)
    Base Atk +6; Grp +6
    Atk Options
    Special Actions Born Leader, Coordinate, Trust, Vehicular Combat

    Abilities Str 10, Dex 8, Con 10, Int 12, Wis 12, Cha 14
    Feats Armor Proficiency (light), Linguist, Skill Focus (Persuasion), Skill Training (Deception, Pilot), Toughness, Vehicular Combat, Weapon Proficiency (pistols, simple)
    Skills Deception +11, Knowledge (tactics) +10, Perception +10, Persuasion +16, Pilot +8
    Possessions blaster pistol, code cyclinder, comlink (encrypted), officers uniform

    Imperial Technician

    Medium Male Duro nonheroic 4 CL 1
    Init +1; Senses Perception +0
    Languages Basic, Duro

    Defenses Ref 11 (flat-footed 10), Fort 10, Will 10
    hp 10; Threshold 10

    Speed 6 squares
    Melee unarmed +3 (1d4)
    Ranged blaster pistol +4 (3d6)
    Base Atk +3; Grp +4
    Atk Options Point Blank Shot
    Special Actions

    Abilities Str 10, Dex 12, Con 10, Int 12, Wis 10, Cha 8
    Feats Point Blank Shot, Skill Focus (Mechanics, Use Computer), Weapon Proficiency (pistols)
    Skills Mechanics +11, Use Computer +11
    Possessions tool kit, comlink, blaster pistol


    Bounty Hunter

    Medium Various species nonheroic 4/Scout 1 CL 2
    Init +7; Senses Perception +7
    Languages Basic

    Defenses Ref 19 (flat-footed 17), Fort 16, Will 12
    hp 22; Threshold 16

    Speed 6 squares
    Melee unarmed +5 (1d4+2)
    Ranged blaster rifle +5 (3d8)
    Base Atk +3; Grp +5
    Atk Options
    Special Actions Shake It Off

    Abilities Str 14, Dex 14, Con 14, Int 10, Wis 14, Cha 10
    Talents Acute Senses
    Feats Armor Proficiency (light), Shake It Off, Weapon Proficiency (pistols, rifles. simple)
    Skills Initiative +7, Perception +7 (may reroll perception checks)
    Possessions Armored Flight Suit, comlink, blaster rifle, utility belt, 2 frag grenades


    Imperial Army Trooper

    Medium Various species nonheroic 4 CL 1
    Init +1; Senses Perception +4
    Languages Basic

    Defenses Ref 13 (flat-footed 12), Fort 11, Will 9
    hp 14; Threshold 11

    Speed 6 squares
    Melee unarmed +4 (1d4+1)
    Ranged blaster rifle +4 (3d8)
    Base Atk +3; Grp +4
    Atk Options Point Blank Shot
    Special Actions

    Abilities Str 12, Dex 12, Con 12, Int 10, Wis 9, Cha 8
    Feats Armor Proficiency (light), Point Blank Shot, Weapon Proficiency (pistols, rifles. simple)
    Skills Perception +4
    Possessions blast vest and helmet, comlink, blaster rifle
    "I'm afraid it is you who are mistaken. About a great, many things."

    "It is not the rules that make or break a game, it's the GM and the players."


  3. #3
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    I do like the fact they use hit points.

  4. #4
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    Quote Originally Posted by Moritz View Post
    I do like the fact they use hit points.
    Yes! I really had no problem with the RCR version (vitality and wound points) but the switch has made it much easier to manage.
    "I'm afraid it is you who are mistaken. About a great, many things."

    "It is not the rules that make or break a game, it's the GM and the players."


  5. #5
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    Chalarrawarr

    Medium Wookiee Female nonheroic 7/Jedi 2/Jedi Knight 3/Jedi Master 1 CL 8
    Destiny 2; Force 5; Darkside 0
    Init +12; Senses Use the Force +16
    Languages Basic (cannot speak), Mon Calamarian, Shyriiwook

    Defenses Ref 20 (flat-footed 19), Fort 20, Will 21; Deflect
    hp 75; Threshold 20
    Immune fear effects

    Speed 6 squares
    Melee unarmed +15 (1d4+10)
    Melee lightsaber +16 (2d8+10) or
    Melee lightsaber +10 (2d8+16) with power attack
    Ranged by weapon +12
    Base Atk +11; Grp +15
    Atk Options Acrobatic Strike, Power Attack
    Special Actions Equilibrium
    Force Powers Known (Use the Force +16) farseeing, mind trick, move object
    Force Techniques Improved sense force

    Abilities Str 16, Dex 12, Con 12, Int 16, Wis 14, Cha 11
    Special Qualities Extraordinary Recouperation, Rage, Weapon Familiarity (bowcasters), Serenity
    Talents Deflect, Equilibrium, Force Perception, Gauge Force Potential,
    Feats Acrobatic Strike, Force Sensitivity, Force Training, Power attack, Skill Training (Persuasion, Initiative), Skill Focus (Use the Force), Weapon Focus (lightsaber), Weapon Proficiency (pistols, simple weapons)
    Skills Acrobatics +12, Initiative +12, Perception +13, Persuasion +11, Use the Force +16
    Possessions Jedi robes, lightsaber (self-built), utility belt, 1000 credits


    Kavilo – Jedi Knight

    Medium Rodian Male Jedi 7 CL 7
    Destiny 2; Force 6; Darkside 0
    Init +3; Senses low-light vision, heightened awareness, Perception +15
    Languages Basic, Cerean, Rodese

    Defenses Ref 21 (flat-footed 18), Fort 19, Will 20; Deflect, Redirect Shot
    hp 68; Threshold 19

    Speed 6 squares
    Melee unarmed +7 (1d4+3)
    Melee lightsaber +10 (2d8+3) or
    Melee lightsaber +8 (3d8+3) with Rapid Strike
    Ranged by weapon +10
    Base Atk +7; Grp +7
    Atk Options Acrobatic Strike, Rapid Strike
    Special Actions Acrobatic Recovery, Elusive Target
    Force Powers Known (Use the Force +10)battlestrike (2), force slam, force thrust, move object, surge

    Abilities Str 10, Dex 16, Con 12, Int 12, Wis 14, Cha 14
    Talents Acrobatic Recovery, Deflect, Elusive Target, Redirect Shot
    Feats Acrobatic Strike, Force Sensitivity, Force Training x2, Rapid Strike, Skill Focus (Perception), Weapon Finesse (lightsaber), Weapon Proficiency (pistols, simple weapons)
    Skills Acrobatics +11, Perception +15, Use the Force +10
    Possessions Jedi robes
    "I'm afraid it is you who are mistaken. About a great, many things."

    "It is not the rules that make or break a game, it's the GM and the players."


  6. #6
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    And because he is By Far my favorite SW character (and my name) here are stats for Inquisitor Tremayne shortly after he was converted to the darkside and made an Imperial Inquisitor and before he became a High Inquisitor!

    Inquisitor Tremayne
    Medium Human male Jedi 9/Noble 1 CL 10
    Destiny 2; Force 9; Dark Side 13
    Init +12; Senses Perception +14
    Languages Basic, Bothan, High Galactic, Huttese, Quarren, Rodese, Shyriiwook

    Defenses Ref 24 or 25 with lightsaber (flat-footed 22), Fort 22, Will 22; Block, Deflect, Lightsaber Defense
    Hp 99; Threshold 22

    Speed 6 squares
    Melee lightsaber +13 (2d8+6) or
    Melee lightsaber +11 (3d8+6) with Rapid Strike
    Ranged by weapon +11
    Base Atk +9, Grp +10
    Atk Options Rapid Strike
    Special Actions Adept Negotiator, Lightsaber Defense, Melee Defense, Redirect shot
    Force Powers Known (Use the Force +16): Force grip, Force thrust, mind trick, move object

    Abilities Str 13, Dex 15, Con 13, Int 14, Wis 13, Cha 13
    Talents Adept Negotiator, Block, Deflect, Lightsaber Defense, Redirect Shot, Wealth
    Feats Force Sensitive, Force Training (2), Improved Defenses, Linguist, Melee Defense, Rapid Strike, Skill Focus (Use the Force), Skill Training (Persuasion), Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons)
    Skills Acrobatics +12, Initiative +12, Knowledge (galactic lore) +12, Perception +11, Persuasion +11, Use the Force +16
    Possessions lightsaber (self-built), Inquisitor uniform, comlink (encrypted), Imperial Star Destroyer
    "I'm afraid it is you who are mistaken. About a great, many things."

    "It is not the rules that make or break a game, it's the GM and the players."


  7. #7
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    These are pretty cool thanks alot.

    I too am glad that they got rid of vitality points.

  8. #8
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    Thanks! All those will come in handy for the next few missions I'm running.

  9. #9
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    You are very welcome!
    "I'm afraid it is you who are mistaken. About a great, many things."

    "It is not the rules that make or break a game, it's the GM and the players."


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