Sa'Mi

Description:
ATTRIBUTES
ATTRIBUTE STR DEX CON INT WIS CHA
SCORE 8 18 14 20 13 12
BONUS -1 +4 +1 +5 +1 1 (4)
Classes
  • Scout: 3
  • Scoundrel: 4
  • Improviser: 1
Hit Points
  • Maximum HP: 73
Combat
  • Base Attack Bonus: +3
  • Melee: +2
  • Ranged: +7
DEFENSES TOTAL BASE SAVE LEVEL BONUS CLASS MOD ABILITY MOD MISC MOD
FORTITUDE 19 +10 +8 +1 +2 CON -
REFLEX 23 +10 +8 +2 +4 DEX +1 SIZE
WILL 23 +10 +8 +1 +1 WIS -
SKILLS
SKILL NAME TOTAL BONUS LEVEL ATTRIBUTE TRAINED MISC. MOD
CLIMB 7 +3 -1 STR +5 -
ENDURANCE 10 +3 +2 CON +5 -
INITIATIVE 12 +3 +4 DEX +5 -
KNOWLEDGE: GALACTIC LORE 12 +3 +4 INT +5 -
KNOWLEDGE: TECHNOLOGY 12 +3 +4 INT +5 -
MECHANICS 17 +3 +4 INT +5 +5 SKILL FOCUS
PERCEPTION 9 +3 +1 WIS +5 -
PILOT 12 +3 +4 DEX +5 -
STEALTH 17 +3 +4 DEX +5 +5 (SIZE)
USE COMPUTER 12 +3 +4 INT +5 -
FEATS
  • POINT BLANK SHOT(CORE, pg. 87): You get a +1 bonus on attack and damage rolls with ranged weapons within point blank range.
  • TECH SPECIALIST: You can modify a device, suit of armor, weapon, vehicle, or droid so that it gains a special trait. You may perform only one modification at a time. Unless noted otherwise, you cannot grant more than one benefit to a single object, and you cannot apply the same benefit twice. (See Starships of the Galaxy pg. 21 for table).
  • STARSHIP DESIGNER (SHIPS, pg. 20): You can design a starship from scratch (see book for DC modifiers and requirements). When making modifications to starships, you never treat the work as if it were a nonstandard mod, even if it normally would be. Additionally, you can make custom mods to starships. Each has a base cost of 5,000 credits, and requires a DC 25 Mechanics check. See entry for further details.
  • SHAKE IT OFF(CORE, pg. 88): You can spend two swift actions instead of three swift actions to move +1 step along the condition track.
  • WEAPON PROFICIENCY: Pistol, Rifles, Simple, and Heavy.
  • SKILL FOCUS (MECHANICS): +5 Proficiency bonus to Mechanics checks.
  • VEHICULAR COMBAT (CORE, pg. 89): Once per round (as a reaction), when you are piloting a vehicle or starship, you may negate a weapon hit by making a successful Pilot check. The DC of the skill check is equal to the result of the attack roll you wish to negate. In addition, while you are piloting a vehicle, you are considered proficient with pilot-operated vehicle weapons.
  • SKILL TRAINING (USE COMPUTER)
  • STARSHIP TACTICS:
RACIAL / SPECIAL ABILITIES
  • Ability Scores: +2 DEX, -2 WIS
  • Size: Small, granting a +1 size bonus to Reflex Defense, and a +5 bonus to Stealth checks. Lifting and carrying limits are three-quarters those of Medium characters.
  • Speed: 4 squares base.
  • Heightened Awareness: A Chadra-Fan may choose to reroll any Perception check, but the result of the reroll must be accepted even if it is worse.
  • Tinkerer: When a Chadra-Fan repairs or jury-rigs a droid or a device using a Mechanics check, the droid or device regains an additional 1d8 HP.
  • Darkvision: Ignore concealment (including total) from darkness.
  • Automatic Languages: Basic and Chadra-Fan. Additional Languages: Huttese, Shyriwook, Binary, Bocce.
TALENTS
  • DEEP-SPACE GAMBIT (Scout, KOTOR pg. 28): Once per encounter, when you or a vehicle you occupy are the target of an attack roll, you can force your opponent to reroll the attack. The opponent must take the worse result.
  • TRACELESS TAMPERING (Scout, FU pg. 28): When using Mechanics to disable a device, you automatically leave no trace when tampering (with no DC increase), and you must fail by 10 or more (instead of 5 or more) before something goes wrong.
  • SPACEHOUND (Scoundrel, CORE pg. 47): You take no penalty on attack rolls in low-gravity or zero-gravity environments, and you ignore the debilitating effects of space sickness. In addition, you are considered proficient with any starship weapon.
  • HOT WIRE:
  • IMPROVISED DEVICE:
  • NO TOOLS REQUIRED:
WEAPONS
NAME ATTACK DAMAGE/STUN CRITICAL RATE OF FIRE SPECIAL QUALITIES WEIGHT
BLASTER +8 3d6/2d6 - S - 1kg.
GRENADE LAUNCHER +8 Special - S - 5kg.
EQUIPMENT
  • Decoy Glowrod (TFU, pg. 101): Cost: 100, Weight: 4kg
  • Syntherope: Cost: 20, Weight: 2.5kg
  • Mesh Tape: Cost: 5, Weight: .5kg
  • Took Kit: Cost: 250, Weight: 1kg
  • Flight Suit: Cost: 1000, Weight: 3kg
  • Comlink, Short-range: Cost: 25, Weight: .1kg
  • Personal Multitool (UR, pg. 41): Cost: 100, Weight: .2kg

TOTAL WEIGHT = lbs

CARRYING CAPACITY
  • Light -
  • Medium -
  • Heavy -
  • Lift over Head -
  • Lift off Ground -
  • Drag or Push -
MONEY
  • Credits:
Bio:

AFter leaving his homeworld of Chad at a relatively young age, Sa’Mi Soo wanted to travel, to see the galaxy, to make new friends. Instead, he was swindled by a (no doubt well meaning) Sabaac player on Corellia, losing his life’s savings mere days after leaving Chad.

He spent several months looking for work, drifting from starship to starship, able to make a meager living as an engineer, and in the process learning how to pilot all manner of craft. He made many friends, though he lost just as many over the months. For a time, he served aboard the corvette Midnight Star, captained by his good friend Quinn Corvin. It wasn’t the most above board position he had ever obtained, but he enjoyed the people, even though they liked stealing and killing a bit much for his tastes. They were his friends, though, and you always backed your friends.

After the Midnight Star was destroyed, Quinn and Sa’Mi parted ways, and Sa’Mi decided that maybe he should settle down and find a more stable job.

He put his natural talents (and education obtained in one of Chad’s premiere engineering schools) to good use, and was able to obtain a job at Incom Industries in relatively short order. There, he worked closely with some of the most brilliant engineering minds in the galaxy on a number of secret R&D projects for the Empire, until many of his friends suddenly up and left, taking the plans for the X-Wing with them.

Needless to say, life at Incom wasn’t terribly fun after that. The Empire frowned on the loss of some of Incom’s top brains, and work at the corporation became rather stifling, especially for the non-humans.

A year passed, and Sa’Mi was becoming restless. In his spare time, he had begun working on an M-12L Kimogila Heavy Starfighter that they had acquired from MandalMotors as a test subject. He worked on restoring it, replacing dead and useless systems with those of his own design, and even going so far as to install a Droid Brain in it, giving the ship its own personality and intelligence. He named it Humble, for the protocol brain’s humble personality, despite the ship’s more than capable armament.

Then the Empire began to take notice of Sa’Mi’s extra-curricular activities, and the investigations began. He was smart enough to cover his tracks, but was becoming rather worried nonetheless. That was when he decided that maybe a steady paycheck wasn’t enough incentive to hang around.

Which is what brought him, Humble, and Artie to Nar Shadaa, the Smuggler’s Moon. Once again creditless and lost, it wasn’t long before Sa’Mi fell in with the “wrong crowd”. As usual, his skill with a hydrospanner got him work, this time with a shady character named Mako, working on some new ship that the Ortolan had purchased, and wanted converted into a smuggler’s dream. Sa’Mi leaped at the opportunity, excited by the challenge presented. Unfortunately, it came with a rather stringent “Extermination” clause that was all too literal, and a deadline that was absolutely impossible, even for him.

And that was when his friends Quinn and Dorn showed up, eager for his help. Sa’Mi was overjoyed to see his old friends, and quite frankly relieved to have a way out of yet another situation that he had gotten in over his head.

It was time to go, time to return to a life of greys, and to be with his friends once again.

Sa'Mi

Starhounds Dholcrist