Bob the Bounty Hunter and Doug the Jedi.... (The SW Mckensie Brothers, lol)
Jedi
Tempest Cleric
Half Elf
Str. 12 +1
Dex. 16 +3
Con. 14 +2
Int. 10
Wis. 16 +3
Cha. 10
Prof Bonus: +2
Skills:
Acrobatics 5
Perception 5
Insight 5
Medicine 5
Cleric Abilities:
Channel Divinity (the Force):
Deflect Missiles: (w/ lightsaber)
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d 10 + your Dexterity modifier + your level.
Spells: Attack Bonus: +5, Save DC: 13
Bonus Spells: 1st:
4 Cantrips: Gust, Resistance, Spare the Dying
4 1st level: Bless, Command, Cure Wounds, Shield of Faith
3 2nd level: Enhance Ability, Lesser Restoration, Prayer of Healing,
Combat:
Lightsaber: +5 to hit, 1d8 radiant damage +3
AC: 16
HP: 31
Med Armor (Breastplate) and Dex, (+2)
Movement: 30’
Initiative: +3
Saves: Wisdom and Charisma: 5 and 2
Bounty Hunter
4th Level Ranger
Human
Str 12 +1
Dex 18 +4 (4th level)
Con 14 +2
Int 10
Wis 14 +2
Cha 8
Human Traits:
1 Feat: Firearms Expertise
Increase your ranged attack ability score by 1, to a maximum
of 20. You can reload one clip, magazine, or cell using fifteen feet of unspent movement.
Before making a ranged attack with a firearm that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
+1 to Con and Dex.
1 Skill: Perception
Languages:
Background:
Skills: +2 Prof.
Athletics 4
Perception 3
Stealth 5
Survival 3
Ranger Abilities (re-skinned for SW)
Natural Explorer: Forest
Fighting Style: Blasters (Archery), +2 to attacks
Primeval Awareness
Hunter Archetype
Colossus Slayer- extra 1d8 damage added to weapon attacks against foes that are below HP max.
Spell casting – all function as tech in his armor
3 spells known: Cure Wounds, Hunter’s Mark, Longstrider
1st level slots: 3
Combat:
Blaster Rifle
+8 to hit; 1d8 +4 damage; 100/400 7 lb. 1 Auto (1d10), reload (50 shots)
Two heavy blaster pistols: +8 to hit; 1d8 +4 damage; 40/160 3 lb. 3 Light, reload (10 shots)
AC: 16, DR 2
Armor: Med. Armor w/helmet (same as Breast Plate)
HP: 36; -17
Initiative: +4
Movement: 30’
Saves: Dexterity and Strength, 4 and 5
Jedi
Tempest Cleric
Half Elf
Str. 12 +1
Dex. 16 +3
Con. 14 +2
Int. 10
Wis. 16 +3
Cha. 10
Prof Bonus: +2
Skills:
Acrobatics 5
Perception 5
Insight 5
Medicine 5
Cleric Abilities:
Channel Divinity (the Force):
Deflect Missiles: (w/ lightsaber)
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d 10 + your Dexterity modifier + your level.
Spells: Attack Bonus: +5, Save DC: 13
Bonus Spells: 1st:
4 Cantrips: Gust, Resistance, Spare the Dying
4 1st level: Bless, Command, Cure Wounds, Shield of Faith
3 2nd level: Enhance Ability, Lesser Restoration, Prayer of Healing,
Combat:
Lightsaber: +5 to hit, 1d8 radiant damage +3
AC: 16
HP: 31
Med Armor (Breastplate) and Dex, (+2)
Movement: 30’
Initiative: +3
Saves: Wisdom and Charisma: 5 and 2
Bounty Hunter
4th Level Ranger
Human
Str 12 +1
Dex 18 +4 (4th level)
Con 14 +2
Int 10
Wis 14 +2
Cha 8
Human Traits:
1 Feat: Firearms Expertise
Increase your ranged attack ability score by 1, to a maximum
of 20. You can reload one clip, magazine, or cell using fifteen feet of unspent movement.
Before making a ranged attack with a firearm that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
+1 to Con and Dex.
1 Skill: Perception
Languages:
Background:
Skills: +2 Prof.
Athletics 4
Perception 3
Stealth 5
Survival 3
Ranger Abilities (re-skinned for SW)
Natural Explorer: Forest
Fighting Style: Blasters (Archery), +2 to attacks
Primeval Awareness
Hunter Archetype
Colossus Slayer- extra 1d8 damage added to weapon attacks against foes that are below HP max.
Spell casting – all function as tech in his armor
3 spells known: Cure Wounds, Hunter’s Mark, Longstrider
1st level slots: 3
Combat:
Blaster Rifle
+8 to hit; 1d8 +4 damage; 100/400 7 lb. 1 Auto (1d10), reload (50 shots)
Two heavy blaster pistols: +8 to hit; 1d8 +4 damage; 40/160 3 lb. 3 Light, reload (10 shots)
AC: 16, DR 2
Armor: Med. Armor w/helmet (same as Breast Plate)
HP: 36; -17
Initiative: +4
Movement: 30’
Saves: Dexterity and Strength, 4 and 5
Last edited by whit10 on Fri Jul 02, 2021 3:29 pm; edited 1 time in total