![]() About BoltBolchar Trancho
Basics:
STR 10 (+0) DEX 16 (+3) CON 10 (+0) INT 8 (-1) WIS 12 (+1) CHA 16 (+3) Species: Cathar Size: Medium Age: 34 Class: Scout 1, Scoundrel 5 Init: +6; Perception: +2 Languages: Basic, Catharese. Speed: 8 squares. Force Points: 8 Dark Side Score: 0/12 Destiny: Rescue (6 points) Experience: 15000 Talents and Feats by Level:
1 Scout: Talent: Evasion, Level Feat: Force Sensitive, Starting Feats: Weapon Prof (Pistols, Rifles, Simple Weapons). 2 Scoundrel: Talent: Knack, Starting Feat: Point Blank Shot. 3 Scoundrel: Feat: Precise Shot, Level Feat: Force Training (Battle Strike, Negate Energy). 4 Scoundrel: Talent: Lucky Shot. 5 Scoundrel: Feat: Skill Focus: Use the Force 6 Scoundrel: Talent: Fool’s Luck, Level Feat: Weapon Proficiency: Heavy. Feat and Talent details:
Evasion: If you are hit by an area attack (see Area Attacks, page 155), you take half damage if the attack hits you. If the area attack misses you, you take no damage. [Core, p.50] Force Sensitive: You can make Use the Force checks, and Use the Force is considered a class skill for you. In addition, whenever you gain a new talent, you have the option of selecting a Force talent instead. You must meet the prerequisites of the Force talent to select it (see Force Talents, page 100).[Core, p.85] Weapon Prof: (pistols, rifles, simple weapons)[Core, p.49] Knack: Once per day, you can reroll a skill check and take the better result.
Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons against opponents within point blank range (see Table 8-5: Weapon Ranges, page 129) {0-20 squares pistols, 0-30 squares rifles }[Core p.87] Precise Shot: You can shoot or throw a ranged weapon at an opponent engaged in melee with one or more of your allies without taking the standard -5 penalty (see Shooting or Throwing into a Melee, page 161)[Core p.87] Force Training:
Lucky Shot: Once per day, you can reroll an attack roll and take the better result.
Skill Focus (Use the Force): You gain a +5 competence bonus on skill checks made with one trained skill of your choice. [Core, p.88] Fool’s Luck: As a standard action, you can spend a Force Point to gain one of the following benefits for the rest of the encounter: a +1 luck bonus on all attack rolls, a +5 luck bonus on skill checks, or a +1 luck bonus on all your defences. [Core, p.46] Weapon Proficency: Heavy: [Core, p.89] Regaining Force Powers: You have different ways to regain spent Force powers so that you can use them again:
• …In addition, if you are a Force-user, you may spend 1 Force Point as a swift action to return a single spent Force power to your active suite of Force powers (see Force Powers, page 95, for more information). [Core, p.93] You can take 10 on a Use the Force check, but you can’t take 20. [Core, p.77]
Defenses:
Reflex 21, Will 18, Fortitude 17 Damage Threshold: 17 Condition Track: Hit Points: 47:
24 + 5d6 ⇒ 24 + (1, 6, 4, 4, 1) = 40 reroll 1's: 40 - 1 - 1 + 2d6 ⇒ 40 - 1 - 1 + (3, 6) = 47 Combat:
Spd: 8 squares Base Attack: +4 Ranged Atk: +7 Point Blank Range, Precise Shot, Blaster Rifle (0-30 squares), [dice]1d20+8[/dice], damage [dice]3d8+4[/dice] Point Blank Range, Precise Shot, Ion Pistol (0-20 squares), [dice]1d20+8[/dice], damage [dice]3d6+4[/dice] Ion Damage Point Blank Range, Precise Shot, Adhesive Grenade (0-6 squares), Grapple Check vs [dice]1d20+8[/dice] anchors the target to the ground, 2 square radius burst [KOTOR, p.67]. Point Blank Range, Precise Shot, Autofire, Blaster Rifle, [dice]1d20+3[/dice], damage [dice]3d8+4[/dice] to a 2x2 square. Miss v Reflex Save = half damage. Point Blank Range, Precise Shot, Autofire, Braced (2 swift actions), Blaster Rifle, [dice]1d20+6[/dice], damage [dice]3d8+4[/dice] to a 2x2 square. Miss v Reflex Save = half damage. Short Range, Precise Shot, Blaster Rifle (31-60 squares), [dice]1d20+5[/dice], damage [dice]3d8+3[/dice] Short Range, Precise Shot, Ion Pistol (21-40 squares), [dice]1d20+5[/dice], damage [dice]3d6+3[/dice] Ion damage Short Range, Precise Shot, Adhesive Grenade (7-8 squares), Grapple Check vs [dice]1d20+5[/dice] anchors the target to the ground, 2 square radius burst [KOTOR, p.67]. Short Range, Precise Shot, Autofire, Blaster Rifle (31-60 squares), [dice]1d20+0[/dice], damage [dice]3d8+2[/dice] to a 2x2 square. Miss v Reflex Save = half damage. Short Range, Precise Shot, Autofire, Braced (2 swift actions), Blaster Rifle (31-60 squares), [dice]1d20+3[/dice], damage [dice]3d8+4[/dice] to a 2x2 square. Miss v Reflex Save = half damage. Melee Atk:
Combat Modifiers:
Autofire: Any ranged weapon that has an autofire setting can be set on autofire as a swift action. Autofire is treated as an area attack (see Area Attack, page 155). You target a 2-square-by-2-square area, make a single attack roll at -5 penalty, and compare the result to the Reflex Defense of every creature in the area. Creatures hit take full damage, and creatures you miss take half damage. Autofire consume ten shots or slugs, and it can only be used if the weapon has ten shots or slugs in it. [Core, p.156] Brace (Autofire-Only Weapons): If you are using an autofire-only weapon, you may brace your weapon by taking two swift actions in the same round immediately before making your attack. When you brace your autofire-only weapon, you take only a -2 penalty on your attack roll when making an autofire attack or using the Burst Fire feat (see below). Only heavy weapons, rifles, and pistols with an extended stock (see page 125) can be braced.[Core, p.156] Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons against opponents within point blank range (see Table 8-5: Weapon Ranges, page 129) {0-20 squares pistols, 0-30 squares rifles }[Core p.87] Precise Shot: You can shoot or throw a ranged weapon at an opponent engaged in melee with one or more of your allies without taking the standard -5 penalty (see Shooting or Throwing into a Melee, page 161)[Core p.87] Lucky Shot: Once per day, you can reroll an attack roll and take the better result.
Battle Strike: Swift Action. Make a Use the Force check [+16]
Regaining Force Powers: You have different ways to regain spent Force powers so that you can use them again:
• …In addition, if you are a Force-user, you may spend 1 Force Point as a swift action to return a single spent Force power to your active suite of Force powers (see Force Powers, page 95, for more information). [Core, p.93] You can take 10 on a Use the Force check, but you can’t take 20. [Core, p.77] Weapon Proficiency: Heavy [Core, p.89] Aim: 2 swift actions.
Swift Actions: …You normally get one swift action per round, but you can take a second swift action instead of a standard action or a move action, and you can take three swift actions in a round if you give up both your standard action and move action.[Core, p.153]
Skills:
Trained in Stealth, Perception, Initiative and Use the Force. (Trained 5-1) Fool’s Luck adds +5 Luck bonus on Skill Checks. [Core, p.46] Acrobatics: 6 (DEX +3, Lvl +3, Trained N/A) Climb: 3 (STR +0, Lvl +3, Trained N/A) Deception: 6 (CHA +3, Lvl +3, Trained N/A) Endurance: 3 (CON +0, Lvl +3, Trained N/A) Gather Info: 6 (CHA +3, Lvl +3, Trained N/A) Initiative: 11 (DEX +3, Lvl +3, Trained +5) Jump: 3 (STR +0, Lvl +3, Trained N/A) Knowledge: 2 (INT -1, Lvl +3, Trained N/A) Mechanics: 2 (INT -1, Lvl +3, Trained N/A) Perception: 7 (INT -1, Lvl +3, Trained +5) Persuasion: 6 (CHA +3, Lvl +3, Trained N/A) Pilot: 6 (DEX +3, Lvl +3, Trained N/A) Ride: 6 (DEX +3, Lvl +3, Trained N/A) Stealth: 11 (DEX +3, Lvl +3, Trained +5) Survival: 4 (WIS +1, Lvl +3, Trained N/A) Swim: 3 (STR +0, Lvl +3, Trained N/A) Treat Injury: 4 (WIS +1, Lvl +3, Trained N/A) Use Computer: 2 (INT -1, Lvl +3, Trained N/A) Use The Force: 16 (CHA +3, Lvl +3, Trained +5, Skill Focus +5) Possessions::
•Blaster Rifle 1000 •Ion Pistol 250 •Utility Belt 500 -Three day supply of food capsules -One Medpac -Tool Kit -Power Pack -Energy Cell -Glow Rod -Comlink -Liquid Cable Dispenser with small grappling hook •Hip Holster 25 •Credit Chip 100 •Com Link 25 •Power Pack x2 50 •Bandolier 100 •Adhesive Grenade 200 TOTAL 2250
Racial Traits:
(KOTOR p.12) Ability Mods: +2 Dex, -2 Int Speed: Cathar base speed is 8 squares Natural Weapons: A Cathar has natural weapons, in the form of razor-sharp claws. When a Cathar makes an unarmed attack, it may choose to use it natural weapons, dealing 1d6 points of slashing damage with that attack instead of normal unarmed damage. Cathar are always considered armed with their natural weapons Reactive Claw: Once per encounter when a Cathar damages an opponent with a melee attack, the Cathar can make a single melee attack with its natural weapons against that target as a swift action. The Cathar must have one hand free at the time to make this attack (and thus cannot be wielding a weapon two-handed). Cathar Instincts: Climb and Stealth are class skills for Cathar. Automatic Languages: Catharese and Basic. Appearance:
A male Cathar with carefully styled mane and thick moustache. Hear wears a brown leather jacket. He is quietly spoken with a deep voice. Bolt is 1.72m tall, and quite lean and agile. Background:
Bolchar Trancho was a very young teenager when the Mandalorian’s slaughtered the Cathar. He doesn’t remember much of it – the bombings, the screams, running. Somehow he was shoved aboard a small starship and blasted into space. Bolchar ended up on Taris, and the urban landscape was so unfamiliar to him that he immediately attempted to stow away on a stranger’s ship. He was caught before the ship launched, beaten, and left in the docking bay. It was only a few days before he had figured out the routine of the docking and departing ships, and he soon began his planet-hopping life. In dribs and drabs he heard of what had become of his species and his planet, so he turned his attentions to finding somewhere he could live. Bolchar surprised a pirate named Dran Duellee who found him aboard his ship The Yellow Truck, and he was lucky to have not been given a one-way trip into an airlock. Dran figured the little Cathar could be a useful (and disposable) asset in a fight. He taught Bolchar to use blasters, he taught him teamwork, and he affectionately called him Bolt. Dran’s wealth increased over the next several years with his new cat-friend. Unfortunately, a quick raid turned into an extended gunfight when the target turned out to be Krath. Dran was mortally wounded, and ordered Bolt to take The Yellow Truck as his own before succumbing. Bolt ran and blasted off in a hail of laser blasts – his first attempt at piloting. The ship took significant damage, and though it made it through space out of star system he had to land on Tatooine for repairs. The Yellow Truck actually soft landed in a mountainous region, next to a mesa, some scree slid down from an overhang to conceal it from view. Severely injured, he crawled out of the smoulder wreck and dragged himself under an overhang of a nearby cliff-face for shelter. The next day Bolt hobbled into the nearby settlement and collapsed unconscious into the first medical surgery he could find… From Camris: The ship is actually mostly undamaged, but it needs some critical parts and technical help you don't have right now. By an odd coincidence, all it needs is a crew of 4-8 and there is room in the cargo bay for up to four fighters. It doesn't really seem that badly damaged to you, but it probably needs some critical sensor and sublight engineering parts, a lot of Mechanic's work and she'll be battered but usable. And some way to get all that rubble off the top of the hull also. You'll probably need a Mechanic to tell you exactly what is needed. She lies buried in soft sand some 60km out of town; next to the base of a mesa with some rubble on top. The ship itself is a used Wayfarer-class medium transport (from Galaxy at War, stats available on demand.)
Advancement:
Probably take Lucky Shot once or twice more. Happy to take up Piloting if needed. Considering Feats: Force Boon, Improved Damage Threshold, Deadeye, Rapid Shot, Skill Training/Focus (Pilot), Vehicular Combat, Strong in the Force, Weapon Focus, Double Attack. Thinking about Dual Weapon Mastery line, with two pistols. |