Ok, here's my character, Chibana Shadeclaw. He's a Cathar (KOTOR, p.13) who excels in stealth and infiltration, and focuses on unarmed combat. He gets in, strikes hard, and gets out...all without being detected. ["Chibana" is the name of the martial arts master who created the Okinawan Shorin-Ryu style of karate, which I studied for five years.]
Chibana was born in the Coruscant undercity, and quickly orphaned, thanks to the violent gang wars, in which his parents were unintended casualties. As most cathar do, he grew up with extremely passionate emotions, though with the darker ones only exacerbated by his bad start in life. Milling around with a chip on his shoulder and always ready to fight at the bleep of a comlink, Chibana wouldn’t have lasted long in the slums of Coruscant, if it weren’t for Sin Shai, an aging Nagai monk. Recognizing the young cathar's natural fighting talent, Sin Shai took the young cathar into his home, and, after many years of difficult training and rigorous discipline, taught him to control his emotions—as much as that’s possible with a cathar, anyway—and channel them into focused energy.
Life training with Sin Shai was looking up...until one morning in the slums of Coruscant, when Chibana’s keen senses woke him up and gave him enough warning to dive for cover...just in time to avoid the explosion which levelled their modest home. In the chaos and confusion following the blast, Chibana searched frantically to find his master, but to no avail; by the time he reached him, Sin Shai was already dead, crushed by pieces of the damaged building. The word on the street was that the bomb had been accidentally set on the wrong building. Chibana’s life was once again in tatters, once again the casualty of gang warfare.
As he struggled to put the pieces of his life back together, Chibana began piecing together clues about the events of that fateful day. He came to realize that the “word on the street” was a lie: his master was the intended target of the bomb, and the local gangs had nothing to do with it. That set Chibana on a long, but determined course of searching out the identity of the ones who murdered his master. You see, cathar are commonly defined by their loyalty and dedication, and also by their short fuses and hot tempers. But there is something else about the cathar, something more basic. To be a cathar is to be a patient, cunning, deadly hunter, content to stalk one’s prey and strike when the moment is just right.
And in this case, his prey, the ones who murdered his master, are rumoured to be on Felucia, working for the detestable Empire. Now the patience has paid off, and the time has come to strike....
Chibana Shadeclaw
CL 20 Medium Cathar Scout 5 (start), Soldier 3, Infiltrator 4, Martial Arts Master 8
Force Points: 16 Initiative: +21; Senses: Perception +15 Languages: Basic, Catharese, Nagaian HP: 238; SR: 10; Damage Threshold: 38 Speed: 8
Defenses: Reflex 43 (flat-footed 34), Fortitude 38, Will 32 Armor: Shadowsuit (CWCG 64) with superior Fortifying Armor
Abilities Str 22, Dex 22, Con 14, Int 13, Wis 11, Cha 11
Skills: Endurance +17, Initiative +21, Mechanics +16, Perception +15, Pilot +21, Stealth +26(+36 with Shadowsuit when sneaking)
Attack Ranged +23, Melee +31, BAB +17; Grp +26
Ranged Ascension Gun +23, 3d8+10
Melee Shockboxing Gloves +31 (19-20), 2d12+23 Single Attack Melee Shockboxing Gloves +29 (19-20), 3d12+23 Single Attack & Rapid Strike Melee Shockboxing Gloves +35 (19-20), 2d12+39 Charge Melee Shockboxing Gloves +33 (19-20), 3d12+39 Charge & Rapid Strike Melee Shockboxing Gloves +26 (19-20), 2d12+23 Double Attack Melee Shockboxing Gloves +24 (19-20), 3d12+23 Double Attack & Rapid Strike
Situational Bonuses Hijkata Expertise: Whenever you damage a creature or droid with an unarmed attack, the target takes a -6 penalty to its next attack roll. Tough as Durasteel: Whenever you damage a target with an unarmed attack while wearing light or no armor, you gain 8 bonus hit points. Melee Assault: When you make a melee attack against a target that has 1+ of your allies adjacent to it, compare the result to the target’s Fortitude Defense as well as its Reflex Defense. If the attack hits both defenses, the attack deals +1 die of damage and the target is knocked prone. K’tara Training: You roll an extra die of damage against a flat-footed enemy on 1 unarmed attack during your turn. Echani Training: If you make only 1 unarmed attack during your turn, you can double the damage bonus to that attack provided by your Strength modifier. Hijkata Expertise: When you damage a creature or droid with an unarmed attack, the target takes a penalty to its next attack roll equal to your Strength bonus. Melee Assault: When you make a melee attack against a target that has 1+ of your allies adjacent to it, compare the result to the target’s Fortitude Defense as well as its Reflex Defense. If the attack hits both defenses, the attack deals +1 die of damage and the target is knocked prone. Critical hit: +1 die of damage (Baragwin Shockboxing Gloves), and the target is immediately knocked prone in its current square, provided it is no more than 1 size larger than you. (Echani Training & Echani Expertise)
Combat Actions Reactive Claw: 1/encounter when a Cathar damages an opponent with a melee attack, the Cathar can make a single melee attack with its natural weapons against that target as a swift action. The Cathar must have 1 hand free to make this attack. Echani Training: 1/encounter when you deal damage to a target with an unarmed attack, you can immediately make an unarmed attack against the target’s Fortitude Defense as a free action. If successful, you knock the target to the ground (prone) in its current square, provided that the target is no more than 1 size larger than you. (Targets gain a bonus to Fortitude Defense based on their size.) Concealed Weapon Expert: 1/round you can use a swift action to reroll an unarmed attack, but you must take the second result, even if it is worse. Blinding Strike: 1/encounter, make 1 melee/ranged attack vs. an opponent within range. If you damage the target, you gain total concealment vs. that target until the beginning of your next turn. (Shadow Striker) Confusing Strike: 1/encounter, make 1 melee/ranged attack vs an opponent within range. If this opponent is denied its Dexterity bonus to Reflex Defense or if you have concealment from this opponent, a successful attack also causes the opponent to be able to take only a swift action on its next turn. (Shadow Striker) Unexpected Attack: 1/encounter, make a melee/ranged attack within your range vs. an opponent from whom you have concealment. You gain a +2 bonus on this attack roll if you have concealment or a +5 bonus if you have total concealment. (Shadow Striker) Reactive Claw: 1/encounter, when you damage an opponent with a melee attack, you can make a single unarmed melee attack against that target as a swift action. You must have 1 hand free to make this attack. (Reactive Claw) Echani Training: 1/encounter, when you deal damage to a target with an unarmed attack, immediately make an unarmed attack against the target’s Fortitude Defense as a free action. If successful, you knock the target to the ground (prone) in its current square, provided that the target is no more than 1 size larger than you. (Targets gain a bonus to Fortitude Defense based on their size.) K’tara Training: 1/encounter, when you deal damage with an unarmed attack to a target that has been denied its Dexterity bonus to its Reflex Defense, immediately make a second unarmed attack against the target’s Fortitude Defense as a free action. If successful, you render the target incapable of speech until the end of your next turn. This is a stunning effect.
Prestige Class Features Unarmed Stun (+1 die): You can use your unarmed attacks to deal stun damage. You must designate your intention to stun your target before the attack is made, and you deal +1 die of damage on your unarmed attack, which deals stun damage. Lead Infiltrator: You can make a Stealth check for 1 ally within LOS, using your check result in place of their Stealth checks. Allies must stay within LOS to retain this bonus. Tough as Durasteel +8: Whenever you damage a target with an unarmed attack while wearing light or no armor, you gain 8 bonus hit points.
Talents Improved Stealth (CR 49), Hidden Movement (CR 49), Evasion (CR 50), Hammerblow (LECG 31), Concealed Weapon Expert (TFU 49), Shadow Striker (SV 16), Teras Kasi Basics (TOTG 53), Teras Kasi Mastery (TOTG 53), Echani Expertise (GAW 32), Hijkata Expertise (GAW 32), Melee Assault (LECG 31).
Feats Reactive Claw (KOTOR 12), Weapon Proficiency: Pistols, Blasters, Simple (CR 89), Shake It Off (CR 88), Martial Arts I, II, III (CR 86), Skill Focus: Stealth (CR 88), Double Attack (CR 84), Armor Proficiency: Light Armor (CR 55 & 82), Rapid Strike: Unarmed Attack (CR 88), Melee Defense (CR 86), K’tara Training (GAW 27), Echani Training (GAW 26), Powerful Charge (CR 87).
Equipment (started with 28,000) Ambient Aural Amplifier (RECG 51), Comlink, hands-free (LECG 65), Baragwin Shockboxing Gloves (GAW 37) [with Superior Attack (+2), Superior Damage (+5)...(SV 24)], Ascension Gun (GAW 37), Shadowsuit (light armor) (CWCG 64) [with Superior Fortifying armor (+2 to Fort Def)], Stealth Field Generator (KOTOR 74), Energy Shield (KOTOR 71), Field Kit (CR 138), Utility Belt (CR 140), Explosives (TFU 100), Proximity Mine (TFU 101) [6d6, 3 sq burst radius], Thermal Detonator (CR 130) [8d6, 4 sq burst radius], Explosive Charge (CR 131) [10d6, 1 sq burst radius], Credit Chip with 1350 credits.
Carrying Capacity: 122 Current Weight: 23.8
_________________ "Try not! Do, or do not. Thereisnotry." --Yoda
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