DANgerous Star Wars 2
Medium Male Duros; Scoundrel 5 / Scout 2 / Assassin 7
Experience 104,586; Next Level 105,000
Destiny 0; Force 8/13; Dark Side 7
Init 17; Senses Perception 12
Languages Basic, Durese, High Galactic, Huttese, Rodese
Defenses Ref 31 (flat-footed 27), Fort 26, Will 23; Evasion
HP 67/91; DR 0; SR 0; Threshold 31
Speed 6 squares
Ranged Blaster Rifle
Ranged Blaster Rifle
+16(3d8+7) with Careful Shot (aim) or
Ranged Blaster Rifle
+13(4d8+7) with Rapid Shot
Base Atk 11; Grp 15
Atk Options Careful Shot, Collateral Damage, Point Blank Shot, Precise Shot, Rapid Shot, Sneak Attack (1d6)
Special Actions Fool’s Luck, Mark
+3, Running Attack, Ruthless
Abilities Str 15 (2), Dex 18 (4), Con 13 (1), Int 16 (3), Wis 8 (-1), Cha 10 (0)
Skills Acrobatics 12, Climb 10, Deception 13 (T), Endurance 9, Gather Information 13 (T), Initiative 17 (T), Jump 10, Knowledge 11, Mechanics 16 (T), Perception 12 (T), Persuasion 8, Pilot 12, Ride 12, Stealth 17 (T), Survival 12 (T), Swim 10, Treat Injury 7, Use Computer 11, Use the Force 8
Expert Pilot: As natural spacers, a Duros may choose to reroll any Pilot check, but the result of the reroll must be accepted even if it is worse.
Possessions Blaster Rifle, Hands-Free Comlink, Surveillance Tagger (2 darts), Thermal Detonator (2), Red Imperial Knight Armor, White Lightsaber, Hero Medallion, 279,714 credits
• Dastardly Strike: Whenever you make a successful attack against an opponent that is denied its Dexterity bonus to Reflect Defense, the target moves -1 step along the condition track.
• Evasion: If you are hit by an area attack, you take half damage if the attack hits you. If the area attack misses you, you take no damage.
• 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 attack rolls, a
+5 luck bonus on skill checks, or a
+1 luck bonus to all your defenses.
• Mark: (
+3) As an assassin, you specialize in the sudden attack – the brutal stroke that eliminates your target by the fastest means possible. At the start of the encounter, you can select a single target within line of sight to be your mark. For the duration of the encounter, you gain a bonus equal to one-half your class level (rounded down) on damage rolls against that opponent. This damage is in addition to the character’s usual level bonus to damage. This damage is doubled on a successful critical hit, as normal. If you reduce your target to 0 hit points, you may place your assassin’s mark on another target within line of sight as a free action. As a swift action, you can sacrifice the bonus to render your target flat-footed against your next attack made before the end of your turn. Once you sacrifice this bonus, it is lost for the remainder of the encounter.
• Murderous Acts I: When your successful attack causes an opponent to move -1 step along the condition track, that opponent immediately takes an additional 1d6 damage.
• Murderous Acts II: Whenever you successfully hit an opponent that you have marked (see “Mark”), your melee and ranged attacks deal an additional 1d6 damage.
• Ruthless: Once per encounter, when you drop a foe to 0 hit points or push an opponent to the bottom of the condition track, you can immediately take a bonus standard action.
• Sneak Attack: Any time your opponent is flat-footed or otherwise denied its Dexterity bonus to Reflex Defense, you deal an extra 1d6 points of damage with a successful melee or ranged attack. You must be within 6 squares of the target to make a sneak attack with a ranged weapon.
• Sniping Assassin: When you make a ranged attack against a target that is not at point blank range, you add half your class level to your damage roll.
• Careful Shot: If you aim before making a ranged attack, you gain a
+1 bonus on your attack roll.
• Collateral Damage: When you deal damage with a single non-area attack using the Rapid Shot feat, you can immediately make a second attack at a
-2 penalty against a second target within 2 squares of the first. If this attack hits, you deal half of the original attack’s damage to that target.
• Dodge: During your turn, you designate an opponent and receive a
+1 dodge bonus to your Reflect Defense against attacks from that opponent. You can select a new opponent on any action. A situation that makes you lose your Dexterity bonus to Reflex Defense (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
• Improved Damage Threshold: You increase your damage threshold by 5. You can take this feat more than one. Its effects stack. Each time you take this feat, increase your damage threshold by 5.
• Point Blank Shot: You get a
+1 bonus on attack and damage rolls with ranged weapons against opponents within point blank range.
• Precise Shot: You can shoot or throw a ranged weapon at an opponent engaged in melee combat with one or more of your allies without taking the standard -5 penalty.
• Rapid Shot: When using a ranged weapon, you may fire two shots as a single attack against a single target. You take a -2 penalty on your attack roll, but you deal
+1 die of damage with a successful attack. Using this feat fires two shots and can only be done if the weapon has sufficient ammunition remaining. The effects of this feat do not stack with the extra damage provided by the Burst Fire feat, or Deadeye feat.
• Running Attack: When making an attack with a melee or ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.
• Sniper: You always ignore soft cover (that is, cover provided by a character, creature, or droid) when you make a ranged attack.
• Weapon Proficiency (Heavy Weapons): You are proficient with all heavy weapons.
• Weapon Proficiency (Pistols): You are proficient with all pistols.
• Weapon Proficiency (Rifles): You are proficient with all rifles.
• Weapon Proficiency (Simple): You are proficient with all simple weapons.
A former corporate asset for Unilliten Industries, Govon began his career in the field of security and loss prevention. While the work was stable, compensation left much to be desired – and so he sought advancement as a “facilitator”, a path that required more involved tasks, and put him working directly against the Company’s rivals. Over time, Govon moved on to sabotage, espionage, kidnapping, torture, and eventually assassination. The work tested the limits of Govon’s soul, but the pay was excellent, and gave him the kind of lifestyle he always wanted.
The struggle for power, influence and economic supremacy was not one to stay contained to just the sphere of business however. Soon the Company’s battle expanded into the realm of politics and government. Instead of researchers, executives and opposing operators, Govon’s contracts started being for diplomats, aides and lobbyists to the triumvirate, and those innocents closest to whomever could pull the proper strings to get the Company what it wanted – or hurt a rival. It was an increasingly ruthless campaign for dominance, and the climate it generated was – in a word – unsustainable.
And so, the shadowy war subsided, as the turbulent conflict inevitably gave way to backroom deals, corporate mergers and the enactment of friendly legislation by lawmakers no longer caught in the middle. Peace always comes at a price however, and while the powers that be of the upper echelons cashed in, facilitators and operators like Govon were the ones to pay for the crimes that had been committed in the Company’s name. Those whose silence couldn’t be bought with gifts, leverage, or favorable sentencing arrangements found themselves liquidated as part of the restructuring process.
Being one of the “dedicated” employees, Govon did his part and protected his superiors, taking the fall as instructed. Although hefty, his sentence had been reduced by his willingness to be a “team player”. Not that he had a choice. The Company had enough evidence that he would’ve been facing execution had it been turned over to the Galactic Alliance’s investigators. Next to dying, a prison planet didn’t seem so bad.
As the years passed, the galaxy fell into turmoil while Govon served his sentence. From his perspective in the forced labor camps of the prison system, life seemed the same as it ever was. The fact that his jailers wore new uniforms was the only way he even knew that the Empire had taken over the Galactic Alliance. And when Roan Fel was ousted by the Sith, it was a new warden. It was like a series of hostile takeovers in the business world… new uniforms, new management, same workers doing the same job as always – and the years keep on passing.
Then, one day, everything changed.
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