Qualities and modifications: Used, starts with 5 unused EP (all used), easy to work on (+5 to Mechanics), combat thrusters, disguised transponder, speed boost via Tech Specialist feat, upgraded main hyperdrive (x1), maneuvering jets (+4 Dex), sensor array computer (+2 Int), replaced turret weaponry, removed 2 passenger capacity and 20 tons of cargo capacity for extra EP
Notes: * Add the pilot or gunner’s relevant stat to the listed number **Treated as a Gargantuan starfighter for purposes of being targeted by capital ships, dogfighting and using maneuvers
One of seven genetically-identical sisters born to a pair of minor Echani military officers, Errin Khass grew up honing a natural talent for warfare. When their parents were killed in a skirmish with pirates in the Outer Rim, Errin and her siblings turned to bounty hunting to make ends meet.
The sisters were good, and soon earned a reputation as able guns for hire - a reputation that got all but Errin killed.
Hired to hunt down a renegade Force user, the sisters boarded a derelict dreadnought orbiting a moon near Prakith, in the Deep Core. Less than 48 hours later, six of the sisters were dead, stalked and slaughtered by a shadowy beast that seemed to feed as much on terror as flesh.
Errin alone survived. Pursued through the halls of the ruined ship, she was aided by the whispers of her dead sisters and the almost palpable feelings of terror and hate emanating from the creature, giving her just enough warning to wound it and escape. The trauma awakened some latent talent with the Force, although the battered bounty hunter didn't immediately recognize it for what it was.
Weeks passed as she was haunted by voices and unfamiliar feelings, tempted by anger and fear. She eventually sought help controlling her new power, striking a deal with a group of Imperial Knights fighting a guerrilla war against the Sith usurpers, trading training for service in the Emperor's name.
Medium Echani (Near-Human) Soldier 4/Scout 3/Bounty Hunter 1/Gunslinger 1
Force 10 (2d6); Dark Side Score 4
Init +12*; Senses Perception +12*
Languages Basic, Binary, Huttese
DEFENSE Fortitude 26 (10 +9 level +2 class +2 armor +2 Con +1 Imp. Defenses)
Reflex 32 (10 +9 level +4 class +4 armor +3 Dex +1 martial arts +1 Imp. Defenses)
Will 23 (10 + 9 level +2 class +1 Wis +1 Imp. Defenses)
HP 102; Threshold 26
OFFENSE Speed 6 squares
Melee shockboxing gloves +9 (1d6+11 blunt or stun)
Ranged double-barreled blaster carbine +12 (3d8+9 energy; 30/60/150/--); blaster pistol +11 (3d6+9 energy; 20/40/60/80); integrated ion pistol +11 (3d6+9 ion)
Base Atk +8; Grp +9
Atk Options Aim (2 swifts, +2 to hit, reduce range one category, ignore cover, +1 dmg die, target moves 2 extra steps down condition track); Double-Barreled (swift to switch, shots are 2x2 area of effect, no aiming); Point-Blank Shot (+1 to hit/+1 dmg in point-blank range)
STATISTICS Str 13, Dex 16, Con 14, Int 14, Wis 12, Cha 8
Special Qualities Talents Acute Senses, Armored Defense, Debilitating Shot, Hunter’s Mark, Improved Armored Defense, Improved Initiative
Feats Armor Proficiency (light, medium), Careful Shot, Deadeye, Force Sensitivity, Improved Defenses, Martial Arts I, Point-Blank Shot, Precise Shot, Quick Draw, Shake It Off, Weapon Proficiency (pistols, rifles, simple weapons)
Trained Skills Endurance +11, Initiative +12*, Mechanics +11, Perception +12*, Pilot +12, Survival +10, Use the Force +8
Possessions Customized armor (stormtrooper armor [+6 Ref, +2 Fort, +3 Max Dex] with integrated helmet package, superior protective armor tech mod [+2 Ref]); vacuum seals and 10 hours life support; integrated equipment [ion pistol and shockboxing gloves, both with superior damage mod]); jet pack; blaster pistol with double-trigger, targeting scope, superior damage tech mod (+5 damage)and hip holster, double-barreled blaster carbine with double-trigger, retractable stock, targeting scope, improved accuracy tech mod, superior damage tech mod (+5 damage)and shoulder holster; utility belt (3 days food capsules, medpac, tool kit, spare power pack, spare energy cell, glow rod, comlink, liquid cable dispenser and grappling hook) with 2 extra power packs and 3 rolls mesh tape; 10 thermal detonators (8d6 damage; 2 carried, 8 stored on ship); security kit; electro-binoculars; 12,460 credits.
SPECIAL ABILITIES Acute Senses, Improved Initiative Errin may reroll Initiative and Perception checks but must accept the second roll.
Armored Defense, Improved Armored Defense Errin gains half the Reflex Defense bonus from her armor in addition to the Reflex Defense bonus from her character level.
Careful Shot, Deadeye, Debilitating Shot, double-trigger, Hunter’s Mark, targeting scope Errin gains a number of benefits when aiming: +2 to hit (Careful Shot and double-trigger), +1 die of damage (Deadeye), targets move 2 extra steps on the condition track if hit (Debilitating Shot, Hunter’s Mark), reduce range one category (targeting scope), ignore cover (aiming).
Shake It Off. Errin can spend two swift actions to move +1 step on the condition track.
Sources: All options are from the core rulebook except the vacuum seals and integrated equipment armor modifications (Scum and Villainy), double-barrel blaster carbine (Legacy Era Campaign Guide) and double-trigger weapon modification (Scum and Villainy).