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Snake: Dark Side Jedi


Dark Side Jedi

Name: Drennel Vexrin
Prestige Classes/Levels: Dark Jedi/4, Ninja Assassin/3, Vile Bounty Hunter/2 (see below)
Alias: Snake
Background: Born on a freighter. The rest is unknown
Physical Description: See image
Personality: Aggressive, fearless, violent
Objective(s): To gain power and perfect his skills
Quotes: "You die now!" "Feel the Power of the Dark Side flow through you as your life flows into me." "Snake bites are always the worst. (evil grin followed by short chuckle)"
Gender: Male
Species: Human
Age: 31
Height: 1.63 meters
Weight: 67.33kg
Force Points: 5
Dark Side Points: 18
Character Points: 10
Move: 12

Known Skills:

Dexterity 3D: acrobatics 7D, blaster 7D, dodge 9D, [T] lightsabre 10D,

   [T] lightsabre Form I: 10D+2
   [T] lightsabre Form II: 10D+1
   [T] lightsabre Form III: 10D+2
   [T] lightsabre Form IV: 10D+1
   [T] lightsabre Form V: 10D+2
   [T] lightsabre Form X: 11D+2

melee combat 7D, thrown weapons 7D, running 7D
Perception 3D: bargain 9D, command 7D, con 7D+2, gambling 8D, hide 7D, intimidation 9D, search 8D, sneak 9D
Strength 4D: brawling combat 9D+2, climbing/jumping 9D, stamina 9D+1, swimming 6D
Knowledge 3D: alien species 6D, languages 7D, law enforcement 6D+2, streetwise 7D, survival 8D, tactics 9D, willpower 9D
Mechanical 2D: communications 7D, computer ops 8D, repulsorlift ops 8D, sensors 7D+2, space transports 9D
Technical 2D: computer program/repair 6D+1, [T] demolition 12D+2, first aid 6D, security 9D+2, repulsorlift repair 7D+2


Special Abilities:
Quick-Draw: May draw and use a single hand held weapon in one action phase. No multiple action penalties are incurred
Pain Resistance: When wounded or wounded twice, on a Moderate Stamina roll the character does not fall prone

Equipment: Dual Lightsabre (5D+/-Control, Color: Red, Constructed [+1D to attack and defense])
Modified Heavy Blaster Pistol 6D (Ammo: 30, Range: 3-15/25/50)
FastFlesh Medpac
Utility Belt
  1. Two extra blaster clips
  2. Small Pouch: with 10 small smoke screen bombs: 5x5 meter area for 1-6 rounds
  3. Blaster Holster: custom made for Quickdraw
Bluish-Gray Robes with hooded Cloak and Gauntlets (snake cult symbol embroidered on back, chest and gauntlets

Credits: 4,500,000 in black credstic, 2000 credits in coins

Force Skills:
Control: 9D
Sense: 9D
Alter: 10D

Force Powers:
Control: Absorb/Dissipate Energy, +#Accelerate Healing, #Breath Control, #Burst of Speed, #Combat Trance, +#Contort/Escape, +#Control Pain, @Rage, +#Remain Conscious
Sense: +#Combat Sense, +#Life Detection, +#Life Sense, +#Magnify Senses, +#Receptive Telepathy, +#Sense Force, Shift Sense
Alter: #Force Jump, +#Force Push, Force Running
Control/Sense: #Enhanced Reflexes, #Projective Telepathy
Control/Alter: @Inflict Pain
Sense/Alter: Lesser Force Shield
Control/Sense/Alter: #Affect Mind, ^Force Bolt

Master Level:
Benefits: +3D to all Attack and Defense skills in Melee Combat, Lightsaber, Brawling Combat and +2D to Dodge. May deflect and redirect blaster shots (+1D). If an opponent fails a Melee or Brawling attack against the Jedi, he may make a Melee or Brawling attack of opportunity as a free action.

Prestige Bonuses:

Vile Bounty Hunter

Class Special Abilities:
PrC Level / Special
1 / Target Bonus +1
2 / Sneak Attack 1D
3 / Target Bonus +2, Inspire Fear -1D
4 / Sneak Attack 2D
5 / Target Bonus +1D

Target Bonus: Because of intensive study of his target, a Vile Bounty Hunter gains a competence bonus on attack rolls against his chosen target. The hero must announce who the target is before the adventure begins (and in general should be someone that the Vile Bounty Hunter has taken a contract to take down.) While this is normally a single individual, the target could also be a small group of individuals, or even a large group, organization, or entire species. In this case, it is up to the GM.
Sneak Attack: The Vile Bounty Hunter has grown accustomed to attacking his targets while they are either unaware of his presence, or unable to defend themselves. In any situation, determined by the GM, in which the target is not aware of the Vile Bounty Hunters presence, or is in a physically vulnerable state, such as prone, bound, or is flanked by the Vile Bounty Hunter, the Vile Bounty Hunter's attack deals extra damage as indicated by his progression on the level chart. A Vile Bounty Hunter cannot use Sneak Attack on enemies that do not have visibly obvious anatomical weaknesses (such as a sarlacc). The target must also be visible enough to the Vile Bounty Hunter for a vital spot to be discernable or must be set-up for a bombing, and must be in reach of the Vile Bounty Hunter if a melee weapon is used, or within Short or medium range if a ranged weapon or bomb is used. Deadly accuracy cannot be gained at Long ranges. A scope or bomb remote must be used for ranged weapons at medium range. The Vile Bounty Hunter relishes in the death look of his victims faces.

Ninja Assassin

Class Special Abilities:
PrC Level / Special
1 / Exceptional Resources
2 / Skill Bonus
3 / Skill Bonus

Exceptional Resources: A Ninja Assassin has access to a multitude of resources. Once per day, the Ninja Assassin can make a Knowledge check to use these resources. The value of the resources gained equal the Ninja Assassin's level x the total of his Knowledge rolls x 1,000. Thus, a 4th level Ninja Assassin who rolls an 11 on his Knowledge check would gain 44,000 credits' worth of resources (4 x 11 x 1,000 = 44,000). These resources can take any form the Ninja Assassin chooses (with the GM's permission) and are his to do with as he wishes. The resources gained arrive within 1D hours.
Skill Bonus: At 2nd, through 9th levels, the Ninja Assassin gains a +1D skill bonus to any one of the following skills (due to his intense studies and physical training): Acrobatics, Blind Fighting, Contortion, Dodge, Melee Combat, Pick Pocket, Running, Thrown Weapons, Hide, Persuasion, Sneak, Brawling Combat, Climbing/Jumping, Stamina, Cultures, Intimidation, Languages, Scholar, Tactics, First Aid, Technology, (A) Martial Arts, (AS) Martial Arts: Hapan, (AS) Martial Arts: Echani, (AS) Martial Arts: Jala'ishi, (AS) Martial Arts: K'tara, (AS) Martial Arts: K'thri, (AS) Martial Arts: Republic Senate Guard, (AS) Martial Arts: Dajitte, and Willpower. This skill bonus is permanent.

Dark Jedi

Class Special Abilities:
PrC Level / Special
1 / Danger Sense, Skill Bonus
2 / Increase Lightsaber Damage +1D, Skill Bonus
3 / Force Camouflage, Skill Bonus
4 / Increase Lightsaber Damage +2D, Skill Bonus

Danger Sense: The Dark Jedi gains an insight bonus on checks to avoid being surprised; this is in addition to his Sense skills and normal perception checks. This bonus is equal to the Dark Jedi 's class level.
Skill Bonus: The Dark Jedi gains a +1D skill bonus to any one of the following skills: Lightsabre, Climbing/Jumping, Computer Programming/Repair, Dodge, First Aid, Hide, Intimidation, Planetary Systems, Search, Sneak, (A) Speed Drawing, Scholar, Tactics, Technology and Willpower. This skill bonus is permanent.
Increase Lightsabre Damage: A Dark Jedi's ability to deal damage with a lightsabre improves as he gains levels. At 2nd level, the Dark Jedi's lightsabre damage increases by +1D. At 4th level it increases to +2D. This added damage is cumulative with increased lightsabre damage from other Jedi prestige classes, and is also cumulative with increased damage from any Sith Prestige classes.
Force Camouflage: At 3rd level, the Dark Jedi learns a special technique to hide himself using the Force. He becomes a pale shadow and easily blends into his surroundings.

While Force camouflage is activated, the Dark Jedi gains a +10 Force bonus on Sneak rolls. If a character succeeds in his Search roll against the Dark Jedi's Sneak roll, the spotter detects the Dark Jedi and can target him normally. However, any attack directed at the camouflaged Dark Jedi has a 20% chance to miss due to concealment.

A Dark Jedi can't maintain Force camouflage while using other Force skills or engaging in distracting activity.