Star Wars: Shadow War
Human Soldier / Jedi
Medium Human Soldier(2) /Jedi(4)
Force 8(8); Dark Side 1
Initiative +8; Senses Low Light Vision (from armor), Perception +5 (2 from armor)
Languages Basic, Shyriiwook, High Galactic
Defenses Ref 20 (armor 6, martial arts 1, soldier 1, Dex 2) (flat-footed 17), Fort 18, Will 14
Fort base is 10 (2 for level, 2 for armor, 1 armor mod, 2 for soldier, 1 con) = 18
hp 38; Threshold 18
Speed 6 squares
Melee unarmed +6 (1d6) +5
Ranged heavy blaster pistol [Improved accuracy +1 attack] +5 (3d8) +1
Ranged blaster rifle +4 (3d8) +1
Base Atk +2; Grp +6
Special Actions Draw Fire
Force Powers Known (Use the Force +9); Force slam
Abilities Str 18, Dex 15, Con 12, Int 14, Wis 14, Cha 16
Talents Draw Fire, Tech Specialist
Feats Armor Proficiency (light, medium), Martial Arts I, Tech Specialist, Weapon Proficiency (pistols, rifles, simple weapons)
Skills Acrobatics +8, Climb +5, Deception +4, Endurance +2, Gathering Information +4, Initiative +8, Jump +5, Knowledge (tactics) +8, Mechanics +8, Perception +5, Persuasion +9, Pilot +3, Ride +3, Stealth +3, Survival +3, Swim +5, Treat Injury +3, Use Computer +3, Use the Force +9
Possessions Clone Trooper Armor [fortifying armor +1 Fort def], hip holster, utility belt (three-day supply of food capsules, a medpac, a tool kit, a spare power pack, a spare energy cell, a glow rod, a comlink, a liquid cable dispenser with a small grappling hook, and a couple of empty pouches), credit chip (100 credits), credit chip (225 credits)
Draw Fire You can distract opponents and convince them that you are the most tempting (or most dangerous) target in an area. As a swift action, make a Persuasion check and compare the result to the Will Defense of all opponents within line of sight. If the check result exceeds an opponent’s Will Defense, that opponent cannot attack any character within 6 squares of you until the start of your next turn as long as you do not have cover against that opponent. (The affected opponent may still attack you, however.)
The new Tech Specialist feat allows a hero to make custom modifications to weapons, armor, droids, devices, and vehicles so that they function beyond their normal specifications.
Prerequisite: Trained in the Mechanics skill.
Benefit: You can modify a device, suit of armor, weapon, droid, or vehicle so that it gains a special trait. Specific traits are given on the Tech Specialist Modifications table below. You may perform only one modification at a time. Unless noted otherwise, you cannot grant more than one benefit to a single device, suit of armor, weapon, droid, or vehicle, and you can’t apply the same benefit more than once.
Before beginning the mod modification requires 1 day per 1,000 credits of the modification’s cost. At the end of this time, make a DC 20 Mechanics check; you can’t take 10 or take 20 on this check. If the check succeeds, the modification is completed successfully, and the object gains the desired trait. If the check fails, you lose all credits spent making the modification, and the object doesn’t gain the desired trait. However, you may start over from scratch if you wish.
Other characters trained in the Mechanics skill can assist you, reducing proportionately the time needed to complete the modification. At the end of modification process, they can make a Mechanics check to aid your check. The market value of a modified item is equal to the base cost of the item plus double the cost of the modifications made to it (not including credits wasted on failed modification attempts)