Tuesday, September 30, 2008

Mathik Horamus III, a manipulative Sith (CL 7)

Medium Human Noble 6 / Jedi 1
Force 4; Dark Side 16
Init +5; Senses Perception +11
Languages Basic, Chistori
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Defenses
Ref 20 (flat-footed 18), Fort 20, Will 22
hp
55; Threshold 20
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Speed
6 squares
Melee
lightsaber +10 (2d8+3) or
Ranged
hold-out blaster +7 (3d4+3)
Fighting Space 1 square; Reach 1 square
Base Atk
+5; Grp +5
Atk Options
aid another (+2)
Special Options Force Focus
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Abilities
Str 11, Dex 14, Con 14, Int 12, Wis 19, Cha 16
Talents
Clear Mind, Force Focus, Noble Fencing Style, Wealth
Feats Force Sensitivity, Force Training (x3), Linguist,
Skill Focus (Deception), Skill Focus (Persuasion),
Skill Focus (Use the Force), Weapon Proficiency (lightsabers,
pistols, simple weapons)
Skills Deception +17, Gather Information +12,
Knowledge (Bureacracy) +9, Perception +11, Persuasion +17,
Pilot +10, Use Computer +9, Use the Force +17
Force Powers Known Dark Rage, Farseeing, Fear, Force
Lightning (x3), Mind Trick, Move Object, Negate Energy (x2),
Rebuke (x2)
Possessions Hold-out Blaster (w/ license), lightsaber, G-Type
Light Shuttle (Escape Variant; used; w/ license), 17,550 credits

1 comment:

Jason said...

This character was intended for a Knights of the Old Republic game, where the Sith are a little more prevalent. He would make a fine addition to your campaign, either as a PC or GM-controlled character. And, lest it needs to be said, this is not a good character for Kyle to play ... too much subtlety :-)

NOTE: Uneasy alliances are fun, but player-versus-player infighting is not. If you're worried about how the other characters will react upon learning the truth, it might be best to give them a common enemy to fight against. Remind the players, too, that not everyone who had traveled with Revan or the Exile were good people, yet all proved their worth in the end.