Sable Company Elite Marine

Omar bin Zayed's page

596 posts. Organized Play character for drbuzzard.


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Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Spoiler:
That swarm of vamps was nasty even as written. Yeah, our party had a very bad time with the magic missiles. Our bard actually got ganked by the waves of them. Then our barbarian who relied on a massive pile of HP to survive got so many negative levels that he almost died from that.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

I'm in a RA game at 7th. We just got into RA proper, and the combats haven't been all too tricky. I do need to get the hang of running a warpriest though. I'm too used to martials without much spell use.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Yeah, I would certainly have to modify it since as written, it can be laughable at times. The final fight of Moonscar as written is a sorry joke.

Witchwar Legacy is a bit better at posing a real challenge, though even it can be too easy in part. I played both with PFS rules here as PBP, and since you have to run as written, they were just too easy. Funny thing is, that party didn't have a divine in it either. We had a wizard, bard, barb, and fighter, and we blew through things easily (might have also still had the eldritch knight, not sure when he departed).

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

When there as still everyone here, I had considered running something as a follow up module (Moonscar or such), but since we've lost people, we probably don't have enough anymore.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

It's been fun. Thanks for taking over Baldwin.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"Last night went well enough, so why not? I'll take midwatch again. "

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

With limited wish, he should be able to do it eventually, and we can rest.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"I really need to remember to always check for traps. It's gonna kill me one of these days. "

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

reflex save: 1d20 + 19 ⇒ (11) + 19 = 30

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Well if Sargon can't get us past the wall, we might as well open the door.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Take a close look for traps. I don't trust this place.

perception: 1d20 + 29 + 6 + 7 ⇒ (5) + 29 + 6 + 7 = 47

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"Since I hate puzzles, I'm more inclined to just open the door. "

but he sticks the statue in as suggested.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

will save: 1d20 + 12 ⇒ (19) + 12 = 31

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

I'm waiting for Mr Magic to see if he ones to figure out any inscription stuff, then I open the door.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"Nice. Looks like we found our key.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Does it look like the baton will fit into the keyhole or anything?

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"Careful there old man. You're gonna throw your back out. "

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

As a rat swarm is vulnerable to weapons, I'll just shoot it.

deadly aim, point blank, rapid shot
to hit: 1d20 + 20 ⇒ (7) + 20 = 27 damage: 2d8 + 30 ⇒ (7, 5) + 30 = 42
to hit: 1d20 + 20 ⇒ (6) + 20 = 26 damage: 1d8 + 15 ⇒ (3) + 15 = 18
to hit: 1d20 + 15 ⇒ (10) + 15 = 25 damage: 1d8 + 15 ⇒ (8) + 15 = 23
to hit: 1d20 + 10 ⇒ (4) + 10 = 14 damage: 1d8 + 15 ⇒ (2) + 15 = 17

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

No watch, I just use my cell phone. (jk)

"I can go middle since I don't need to rest for spells. "

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"Should we take some time to rest? How are you for spells?"

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

OK, then he will guzzle that potion and take the gloves off.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Since a remove curse or better is needed, there's no way I can remove them myself.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"The caltrops are still there to, blocking a door. "

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

He'll check most things for traps.

perception: 1d20 + 29 + 6 + 7 ⇒ (6) + 29 + 6 + 7 = 48
perception: 1d20 + 29 + 6 + 7 ⇒ (8) + 29 + 6 + 7 = 50
perception: 1d20 + 29 + 6 + 7 ⇒ (5) + 29 + 6 + 7 = 47

disable device: 1d20 + 32 ⇒ (17) + 32 = 49
disable device: 1d20 + 32 ⇒ (18) + 32 = 50
disable device: 1d20 + 32 ⇒ (19) + 32 = 51

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Omar tries desperately to try and pull off the new gauntlets "Anything have any ideas? I'm useless with them on. "

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Omar will try to shoot again.

"Gods Damned Gloves!"

drop: 1d100 ⇒ 24 drops bow

Picks it up and shoots once at the guardian.

to hit: 1d20 + 29 ⇒ (18) + 29 = 47 damage: 1d8 + 21 ⇒ (4) + 21 = 25

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

I'm shooting the guardian, I should have been more specific.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Disintegrate automatically destroys a wall of force according to wall of force spell description

Omar will try another volley.

1d100 ⇒ 43 but he drops his bow, so he has to pick it up.

Move action to pick it up, then one shot.

to hit: 1d20 + 29 ⇒ (17) + 29 = 46 damage: 1d8 + 21 ⇒ (7) + 21 = 28

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

fumble: 1d100 ⇒ 75 manage to hold onto my bow.

As my dex is now decked by -2, subtract 1 from each attack.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Ranger focus on the target, and load it up with arrows.

deadly aim, rapid shot, clustered shot, ranger focus, haste, point blank shot, manyshot
to hit: 1d20 + 27 ⇒ (2) + 27 = 29 damage: 2d8 + 42 ⇒ (4, 6) + 42 = 52
to hit: 1d20 + 27 ⇒ (17) + 27 = 44 damage: 1d8 + 21 ⇒ (8) + 21 = 29
to hit: 1d20 + 27 ⇒ (9) + 27 = 36 damage: 1d8 + 21 ⇒ (4) + 21 = 25
to hit: 1d20 + 227 ⇒ (11) + 227 = 238 damage: 1d8 + 21 ⇒ (6) + 21 = 27
to hit: 1d20 + 17 ⇒ (11) + 17 = 28 damage: 1d8 + 21 ⇒ (1) + 21 = 22

Of course I have cursed gloves on, so this isn't actually the case.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Omar will stand up and ready his bow.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Are there any other exits? Also, as the sarcophagus seems clear of traps, I will try to figure out if there is a trick to opening it.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Nope, waiting for him to clear the stuff.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Almost done.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"I don't know if I'd touch that banner. You might want to get a look at if it has some magic in it."

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Investigate the sarcophagus.

perception: 1d20 + 29 + 6 ⇒ (8) + 29 + 6 = 43 +7 if traps.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

reflex: 1d20 + 19 ⇒ (16) + 19 = 35 evasion so no damage

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Does that mean you want a disable device roll?

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Hmm, how bizarre, I don't have an amulet of natural armor, and yet for some reason I don't have a swarmbane clasp. That's rather foolish. I can't do diddly to a swarm.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"Ruh Roh!"

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

After the last bit Omar takes a lot of time examining the sarcophagus (take 20 checking it for traps).

perception 61.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Some potions I might be able to use but the gear didn't have anything I need.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Check for traps as usual.

perception: 1d20 + 29 + 7 + 6 ⇒ (9) + 29 + 7 + 6 = 51

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"Guess that means we don't do this again. Hope it doesn't close again. "

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

ok.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

True, but if I have a magic item on which won't come off, it's generally a safe bet.

Though I guess that could be called metagaming. OTOH, as we've lost our bard, and we're about to go into the final encounter with your main damage source wearing cursed gloves which will make him drop his weapon half the time, I'm willing to metagame a touch.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Can we have the spell back to try a remove curse?

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Ruh Roh! They won't come off. Sargon, figure out how to get them off!"

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

He will take the gloves off (since he generally wears his deliquescent gloves for combat).

"Sargon, can you identify if these are magical gloves or something?" and hands them over.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Get out of the hold now that it's dry and see about that last lock thingy.

Classes/Levels

Droid 3 [ HP: 26 / 26 | FP: 17 | Refl +14 / Fort +14 / Will +17 | Init +1 | Percept +11 (Low-Light) ]

About NT-2B

.

.

Background:
NT-2B was created in a research facility on Corellia. A product of the Chiewab Amalgamated Pharmaceuticals Company, NT-2B was the first droid of the GH-7 type, meant to compete with the established model of medical droids - the 2-1B. Hence the name “Not Too Bee”.

Despite being essentially a prototype, NT-2B was constructed fully formed - largely in part to a well-thought out design from the Columi, the oldest sentient race in the galaxy. While roughly humanoid in shape, the GH-7 was not modeled on any particular species, instead designed to perform efficiently on a variety of worlds.

Unfortunately for NT-2B, it was never intended that he be allowed to perform surgery or even interact with patients - he was merely a proof of concept. It would have been in violation of several laws and policies to let an untested machine practise medicine. Instead, he was used for two things: Examination and consultancy about potential improvements to the design, and being shown off.

After the design won the Silver Bantha award for excellence in Industrial Design the second time, a smuggler got it into his head to steal the robot and sell it to a planet on the rim. After acquiring the droid, however, he discovered that it was much more valuable with him. NT-2B of course had no interest in returning to Corellia. Even saving only two lives out on the Rim was more than he’d ever have saved sitting in a design lab and machine factory.

Utilising his experience in analysing droids for potential updates, NT-2B found a few cases where his own equipment and form could be improved to suit this different life. Together, he and the Smuggler were able to add some improvements, such as moving the on/off switch inside, and adding some defenses to the control panel, and adding some small compartments to his torso, allowing for smuggling of small materials. They also outfitted him with the ability to remotely start the preflight process on the ship itself - for any times when they had to make a quick escape.

Most of the jobs that the two took were victimless - move x over to y, and discreetly. It was to NT-2B’s joy that most of these places were derelict at best, and he was able to help wounded and sick. It also benefitted the Smuggler for the droid to draw attention away from his dealings.

I am imagining the Smuggler and NT-2B to have a sort of Han/Chewie relationship. But where Chewie is muscle and intimidation, the Droid is more brains. If another player isn't interested in picking up the role of the Smuggler, I'll probably have had him killed shortly before the game starts.

.

Quirk: Refers to people by perceived names rather than actual names. Considering it as kind of a "Designation". Previous owner was "Wrapped Hands", a boxer smuggler. Now we have:
Jarl - "Warrior Poet"
Jeren - "Cloaked Wisdom"
Jace - "Wandering Scales"
Vessani -
Daaneth -

.

NT-2B ("NotTooBee")
GH-7 Medical Droid (Image 1 & Image 2)
Noble 1 / Scoundrel (Outlaw Tech) 2

___________________

    Stats
___________________

Size / Type: Medium Droid
Speed: 6 Squares (Hover)
Initiative: +0
Senses: Perception +10, Low-Light Vision
Background: Planet of Origin - Corellia
Languages: Basic, Binary, Bocce, Cerean, Huttese, High Galactic, Kel Dor, Old Corellian, Shyriiwook, Zabrak

Attributes
STR 15 (+2)
DEX 11 (+0)
CON -
INT 17 (+3)
WIS 16 (+3)
CHA 10 (+0)

___________________

    Offense
___________________

BAB: +2 (+0.75 Noble, +1.5 Scoundrel)

Multispectrum Searchlight
Attack: 1d20 + 2 (2 BAB +0 Dex)
Effect: Blind attack made against Fort Defense. If attack is successful, target takes -5 to Attack Rolls, Perception Checks, Pilot Checks, and other skill checks until the Droid’s next turn. If the attack fails, the target takes -2 instead.

Taser (Ranged)
Attack: 1d20 + 2 (2 BAB + 0 Dex)
Damage: 3d6 Ion

Taser (Melee)
Attack: 1d20 + 4 (2 BAB + 2 Str)
Damage: 1d8 Ion

Unarmed (Melee)
Attack: 1d20 + 4 (2 BAB +2 Str)
Damage: 1d3+2 (2 Str)

___________________

    Defense
___________________

HP: 26

Refl 15 (10 + 3 Level + 0 Dex + 2 Smuggler)
Fort 15 (10 + 3 Level + 2 Str + 0 Noble/Smuggler)
Will 18 (10 + 3 Level + 3 Wis + 2 Noble)

___________________

    Skills
___________________

Skills: 9 (6 Base + 3 Int)
Class Skills: Acrobatics, Deception, Gather Information, Initiative, Knowledge (All), Mechanics, Perception, Persuasion, Pilot, Ride, Stealth, Treat Injury, Use Computer

  • Deception +6 (+1 Level +0 Cha +5 Trained)
  • Knowledge (Galactic Lore) +9 (+1 Level +3 Int +5 Trained)
  • Knowledge (Life Sciences) +12 (+1 Level +3 Int +5 Trained +3 Talent)
  • Knowledge (Physical Sciences) +9 (+1 Level +3 Int +5 Trained)
  • Knowledge (Technology) +9 (+1 Level +3 Int +5 Trained)
  • Mechanics +14 (+1 Level +3 Int +5 Trained +5 Feat)
  • Perception +11 (+1 Level +3 Wis +5 Trained +2 Sensors)
  • Stealth +6 (+1 Level +0 Dex +5 Trained)
  • Treat Injury +14 (+1 Level +3 Wis +5 Trained +5 Feat)
  • Use Computer +14 (+1 Level +3 Int +5 Trained +5 Feat)

  • Acrobatics +1 (+1 Level +0 Dex)
  • Climb +3 (+1 Level +2 Str)
  • Endurance +3 (+1 Level +2 Str)
  • Gather Info +1 (+1 Level +0 Cha)
  • Initiative +1 (+1 Level +0 Dex)
  • Jump +3 (+1 Level +2 Str)
  • Persuasion +1 (+1 Level +0 Cha)
  • Pilot +1 (+1 Level +0 Dex)
  • Ride +1 (+1 Level +0 Dex)
  • Survival +4 (+1 Level +3 Wis)
  • Swim +3 (+1 Level +2 Str)

Notes:
+2 Perception when using the Multispectrum Flashlight

___________________

    Talents
___________________

Science Analyzer: You use your extensive databanks to better analyze scientific data. You can add double your Intelligence modifier to your Knowledge (life sciences) or Knowledge (physical sciences) skill check.

Fast Repairs: Whenever you jury-rig and object or vehicle, the vehicle gains a number of temporary HPs equal to the result of your Mechanics check. Damage is subtracted from these HPs first, and temporary HPs go away at the end of encounter.

___________________

    Quirk
___________________

Loyal: The droid has an unshakable loyalty to its master or another organic entity. It embarrasses its owner with its concern for his or her well-being.

___________________

    Feats
___________________

Linguistics (Noble Bonus Feat)
Weapon Proficiency (Pistols) (Noble Bonus Feat)
Weapon Proficiency (Simple Weapons) (Noble Bonus Feat)
Skill Focus (Treat Injury) (Level 1 Feat)
Skill Focus (Stealth) (Scoundrel Bonus Feat)
Skill Focus (Use Computer) (Level 3 Feat)
Skill Focus (Mechanics) (Scoundrel 2 Bonus Feat)

___________________

    Gear
___________________

Credits: 52
Encumbrance: 56.25 kg
Current Weight: 33.1 kg

Base Droid (1000 credits)
Heuristic Processor (Free)
2 Hand Appendages (Free)
Internal Commlink (250)
Remote Starter (50)
Medical Kit (600)
Multispectrum Flashlight (100)

Class Money (4800 credits)
Hover Mobility (3600)
Courier Compartment (202)
2 Tool Appendages (20)
1 Hand Appendage (50)
2 Medpacs (200)
Internal Defenses (10.5)
Improved Sensors (200)
Vocabulator (50.5)
Survival Kit (100)
Locked Access (52.5)
Taser (262.5)

___________________

    Droid Equipment
___________________

Appendages
3 Hands
2 Tools

Sensors
Improved Sensors Package
Multispectrum Flashlight

Communication
Heuristic Processor
Internal Commlink
Remote Starship Starter
Vocabulator

Defensive
Internal Defenses
Locked Access
Taser

Supportive
Medical Kit
2 Medpacs
Survival Kit

Other
Courier Compartment (Torso)
Hovering Locomotion

___________________

    Advancement
___________________

1. Noble 1
2. Scoundrel 1
3. Independent Droid 1
4. Scoundrel 2
5. Scoundrel 3
6. Scoundrel 4
7. Noble 2
8. Independent Droid 2
9. Independent Droid 3
10. Independent Droid 4