Gek Fenn
Mandalorian Jensaarai Soldier
Description
Gek Fenn CL10
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Size: Medium Race: Gamorrean Sex: Male Class: Soldier 6/Scout 2/ Jensaarai Defender (as Jedi) 1/Gladiator 1
Destiny: 3 (Discovery) Force: 11 Darkside: 0
Init: 10 Senses: Darkvision (in Helmet Package)
Languages: Gamorrean, Basic (understand only), Huttese (understand only), Mand’oa (understand only)
Defenses: Ref 31 (flatfooted 30), Fort 33, Will 27
HP: 107 + d10 + con DR 0 SR 0 Threshold 38
Immune atmospheric and inhaled poison hazards
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Speed 6 Squares, fly 6 squares (jet pack – when Pigs fly)
Melee: Arg’garok Axe (Echani Template) +14 (3d12 + 15) with Rapid Strike
Melee: Great Lightsaber +12 (3d10 +20: 4d10 +20 vs targets with DR) with Rapid Strike
Base Attack: +9 Grp: +14
Attack Options: Bantha Rush, Battering Attack, Desperate Gambit, Rapid Strike, Trip
Special Actions: Evasion, Shake It Off
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Abilities: Str 19/21 with Armor (4/5) Dex 13 (1) Con 14 (2) Int 14 (2) Wis 8 (-1) Cha 8 (-1)
Special Qualities: Darkvision, Great Fortitude, Primitive
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Talents: Armored Defense, Attune Armor, Damage Reduction 10, Evasion, Improved Armored Defense, Juggernaut
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Feats: Armor Proficiency (Light/Medium/Heavy), Bantha Rush, Battering Attack, Desperate Gambit, Force Sensitive, Grand Army of the Republic, Improved Damage Threshold, Rapid Strike, Shake It Off, Trip, Weapon Proficiency (Advanced Melee Weapons, Lightsaber, Simple Weapons)
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Skills: Acrobatics 11, Athletics +10, Deception +4, Endurance +12, Gather Info +4, Initiative +11, Knowledge —, Mechanics +9 (7 2 equipment bonus, can use trained applications untrained), Perception +14 (9 5 equipment bonus), Persuasion +4, Pilot +6, Ride +6, Stealth +11 (6 5 equipment bonus), Survival +4, Treat Injury +4, Use Computer +9 (7 +2 equipment bonus, can use trained applications untrained), Use the Force +9
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Possessions:
Arg’garok Axe (KOTC 64, Large Weapon), mounted in armor, two handed weapon, 2d12/2D12 Advanced Weapon) with Echani Manufacture (KOTC 77 Slashing or Piercing Weapons only, add 1 to Critical Range after attack is rolled but before damage is calculated), Cortosis (KOTC 77), and with Neutronium Reinforcement (S+V 43 Critical Hit on a natural 19 or 20) 2 to hit Superior Tech Spec (SV 24); 4 kg (license rating – Military, currently unlicensed)
Orange Rust Coloured Great Lightsaber (Jedi 53) (Self built (Core 40), Large Weapon when ignited, Medium Weapon when mounted in armor) 5 to damage Superior Tech Spec (SV 24), Waterproof Casing (JediAcademy60) 5 kg (license rating Illegal – currently unlicensed)
Heavy Battle Armor (as Venom Assault Armor (LECG 140) (2 Str equipment bonus, 24 hour Vacuum Seal, Zero-G Jets, Powered Armor) (additional upgrade slot added (SV 48-under Device Traits))
Massassi Manufacture (KOTC 77 cancel 1 critical hit to normal hit / encounter),
2 Superior Fortifying Armor (SV 24 2 to equipment bonus of armor),
Stygian Triprismatic Polymer (Rebel 126 +1 Reflex Armor bonus, compatible with Mandalorian Armor, +2 equipment bonus to Stealth checks to avoid detection by electronic sensors)
Mandalorian Iron (Threats 103 +1 Equipment Bonus to Armor)
Magnetic Feet (Core 189) and Hands (Droid 52) +2 Climb checks when used in conjunction with magnetic feet, +5 bonus to defenses against any attempt to knock off the surface to which you are attached, cannot use hands or make attacks with handheld weapons when magnetic hands are attached to a surface
Storage Capacity (SV 42) can hold multiple items at least 1 size smaller than itself (currently holding: )
4 Concealed Weapon Emplacement (S+V 47) (DC 25 Perception check to notice Weapons when not in use) (Arg’garok Axe (above) (2 Slots), Orange Rust coloured Great Lightsaber (self built-above) (1 slot), 1 slot free)
Helmet package (Core 133 + 140: Miniaturized .5 kg) includes Dark Vision, 2 equipment bonus on Perception checks, hands free Comlink (Core 134) with Encryption (10 DC to decode comlink transmissions, Video and integrated Pocket Scrambler (Core 134 see below) total DC 40 Use Computer check to break encryption and scrambling, Visual Amplification (Core 136 as Electrobinoculars -1 per 10 squares to perception checks instead of -5) Three Phase Sonic Filtering (Core 133)
Integrated Equipment Helmet (5) (S+V 51)
1. Pocket Scrambler (Core 134 Miniaturized .25 kg) base 30 DC to decode comlink transmissions (above)
2. Integrated Computer Interface Visor (KOTC 73 Miniaturized .25 kg) may use trained only Computer Skills untrained 2 equipment bonus
3. Integrated Pilot Interface Visor (KOTC 73 Miniaturized .25 kg) may use trained only Pilot Skills untrained +2 equipment bonus
4. Integrated Mechanical Interface Visor (KOTC 73 Miniaturized .25 kg) may use trained only Mechanical Skills untrained, +2 equipment bonus
5. Breath Mask (Core 136 Miniaturized 1 kg) immunity to inhaled poisons and poisonous atmosphere 1 day duration (house rule)
Integrated Equipment Armor (5) (SV 51)
1. ‘7a’ Miniaturized Protocol Droid added as a Personal Translator (Unknown 41 .1 kg x10 for full Protocol Droid abilities = 1 kg) with the addition of Protocol Droid skills (Core 198 Translator DC 5, Linguist, Skill Focus (Persuasion) Skill Training Know (Galactic Lore) Skills: Know (Bureaucracy) 6, Know (Galactic Lore) 6, Know (Social Sciences) 6, Persuasion (12); able to provide access to vision through helmet package and 7a has an integral Aural Amplifier for hearing.
Gyro Stabilizer (S+V 46) +5 vs. knockdown stability bonus on checks and all defenses to resist attempts to knock prone
Kama (skirt like protection from flying debris and jet pack blast)
Pauldron (shoulder mount)
(license rating Military, currently unlicensed) 38 kg + 3.5 kg accessories including Helmet Package and Built in Equipment + 9 kg Weapons = 50.5 kg armor and weapons
All Temperature Cloak (Core 138 Miniaturized .75 kg)
Camouflage Poncho (GAW 46 5 Stealth Miniaturized .75 kg)
2 Condensing Canteens (Core 138 referenced in Field Kit (survival) Miniaturized .5 kg each = 1 kg)
Miniaturized Jet Pack (Core 138 and SV 41 (with an additional upgrade slot added (S+V 48 under Device Traits)) with Extra Power Source (S+V 41) 20 rounds activation before fuel runs outs, takes 2 fuel cells with 10 extra cells for 12 cells total) 15 kg (don’t need a license) only requires a pilot check if you land after 12+ meters of movement in 1 round DC 20, 180 kg lift capacity.
Miniaturized Utility belt (Core 140 2 kg):
3 Days Food Capsules (Core 138)
MedPack (Core 138) +2 Equipment Bonus DC 15 = Lvl in HP +1 HP per point over 15 OR DC 20 = Lvl x Con Bonus in HP, failure means Damage Threshold in Damage)
Toolkit (Core 139) (Electro Shock Probe (to short things out) 1D6 ion; Fusion Cutter 2D4 energy; Hydrospanner; Laser Welder 1D6 energy; Power Calibrator (can act as an emergency energy cell), Power Prybar 1D6 bludgeon; Probe Sensors; Sonic Welder 1D6 energy; Vibro Cutters, Welding Goggles: all weapons are improvised weapons -5 penalty to attack)
Power Pack (Core 139)
Energy Cell (Core 139)
Glow Rod (Beam of Light 6 Squares) (Core 136)
Comlink (Core 134)
Liquid Cable Dispenser (Core 138) with Small Grappling Hook (15 meters (10 squares) Strength 28 support 510 kg, DC 24 strength check to break)
Couple of empty pouches (hold up to .5 kg each)
Mesh Tape (Core 139 .5 kg) 30 meters (20 squares) 5 cm width, Strength 20 to bind, support 90 kg or up to 180 kg for 5 rounds, DC 20 strength check to break
Binder Cuffs (Core 139 .5 kg) Bind 2 Limbs together, DR 10, 20 HP, Strength 40, 7 digit release code, DC 30 strength check to break, DC 25 mechanic check to release without digit code
Page about the Corna Holocron- Darth Rivan “There is no passion, There is only obsession; There is no knowledge, There is only conviction; There is no purpose, There is only will; There is nothing, Only me.”
2 30cm3 Mandalorian Iron boxes
Current Weight Totals: 17.5 Equipment + 50.5 Armor and Weapons = 67.75 kg of Gear: can carry 110.25 kg leaving 42.5 kg left to carry before carrying a heavy load.
My Weight + Gear = 90 + 67.75 = 157.75 leaving 22.25 kg before exceeding Jet Pack lift capacity.
Credits: 0 (borrowed 10000 from Talina)
Everyone has Helmet with a Helmet Package
includes Dark Vision, 2 equipment bonus on Perception checks, hands free Comlink (Core 134) with Encryption (10 DC to decode comlink transmissions, Video and integrated Pocket Scrambler (Core 134 see below) total DC 40 Use Computer check to break encryption and scrambling, Visual Amplification (Core 136 as Electrobinoculars -1 per 10 squares to perception checks instead of -5) Three Phase Sonic Filtering (Core 133)
(total +1.5 kg to helmet weight (varies))
Talina’s ‘Helmet’ is in the form of a Mask much like Plo Koon or Darth Revan that can be put on when needed
Bolo’s ‘Helmet’ may be in the shape of a Gunslinger Hat with visor or goggles and a breath mask, sort of like Embo or Cad Bane (not sure if he has decided)
Bolo also has an integrated Computer Interface Visor and Integrated Mechanical Interface Visor in his helmet (add +1 kg to above total)
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Load: 90 kg/ 67.75 kg (157.75 kg/ 180 kg Jet Pack capacity)
Age: 13 Hgt: 1.9 Meters Wgt: 90 kg ‘weakling’
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Appearance: Gek never grew to more than 2/3rds the weight of a normal fully grown Gamorrean, his weak chin, wider spaced unsquinty eyes, wrinkly empty stomach rolls, stubby snout, and malformed nubs instead of proper horns spoke of a Gamorrean who would not likely survive the riggors of combat, and was no use for breeding
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Personality: Lazy, Gluttonous, Pampered, Analytical, Ferocious
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Gek Fenn
Stats
S 19/21 (4/5)(8 bld pts=15):2 race +2 lvl up @ 4, 8, 12, 16, 20 = 22 (6) : 2 armor = 24 (7)
D 13 (1) (6 bld pts=14):-2 race +1 lvl up @ 8,12 = 14 (2)
C 14 (3) (6 bld pts=14) lvl up @ 16, 20 = 16 (3)
I 14 (2) (8 bld pts =15):-2 race +1 lvl up @ 4 = 14 (2)
(trained in Acrobatics + Mand’oa @ Level 4)
W 8 (-1) (0 bld) = 8
Ch 8 (-1) (0 bld) = 8
Ref @ lvl 10: 31 (with Heavy 10/4/1 armor =10 +10 lvl +6 armor (10 Base Armor +2 Attune Armor +1 Stygian Triprismatic Polymer (Rebel 126) = 13/2 = 6) +1 dex (1 armor +1 max dex Attune Armor) +4 class)
Fort @ lvl 10: 33 (with Heavy 10/4/1 armor =10 +10 lvl +4 Equipment Bonus +2 Superior Fortifying Armor +1 Mandalorian Iron to Equipment Bonus (Threats 103 +1 Fort Def) +2 con +2 race +2 class)
Will @ lvl 10: 27 (with Heavy 10/4/1 armor =10 +10 lvl +4 Equipment Bonus +2 Superior Fortifying Armor +1 Mandalorian Iron to Equipment Bonus (Grand Army) -1 wis +1 class)
Single 2 Handed Attack with Arg’garok Axe @ +14 with Rapid Strike 3d12 +15: average 34.5 damage OR
Single 2 Handed Attack Great Lightsaber @ +12 with Rapid Strike 3d10/3d10 +20: average 36.5 damage (4d10/4d10 +20 vs targets with DR: average 42 damage)
HP: 107 + d10 + con
Damage Threshold: 38
Force Points: 11
Destiny Points: 3
Discovery Destiny (+1 to all Defenses)
Skills:
Acrobatics (T) : 11 : (5 lvl +1 dex +5 trained: Learned at lvl 4)
Athletics : 9 : (5 lvl +4 str)
Deception : 4 : (5 lvl 1 cha) : (5 lvl +2 int)
Endurance (T) : 12 : (5 lvl +2 con +5 trained)
Gather Info : 4 : (5 lvl -1 char)
Initiative (T) 11 : (5 lvl +1 dex +5 trained)
Knowledge : -
Mechanics : 9 : (5 lvl +2 int +2 equipment bonus (Integrated Mechanical Interface Visor (can use trained only skill uses untrained))
Perception (T): 11 : (5 lvl -1 wis +5 trained +2 equipment bonus (Helmet Package)
Persuasion : 4 : (5 lvl -1 cha)
Pilot : 8 : (5 lvl +1 dex + 2 equipment bonus (Integrated Pilot Interface Visor (can use trained only skill uses untrained))
Ride : 6 : (5 lvl +1 dex)
Stealth: 11 : (5 lvl +1 dex + 5 equipment bonus (Camouflage Poncho)
Survival: 4 : (5 lvl -1 wis)
Treat Injury: 4 : (5 lvl -1 wis)
Use Computer : 9 : (5 lvl +2 int +2 equipment bonus (Integrated Computer Interface Visor (can use trained only skill uses untrained))
Use the Force (T): 9 : (5 lvl -1 cha +5 trained)
Languages: Gamorrean, Basic (Can’t Speak), Huttese (Can’t Speak), Mand’oa (Can’t Speak-Learned @ lvl 4)
Level 1 Soldier 1
1 BAB=1 30 Base HP
Class Bonus: +2 Fort +1 Reflex
Race Bonus: Great Fortitude +2 Fortitude
R 13 (10 +1 level +1 dex +1 class) F 17 (10 +1 level +2 con +2 race +2 class) W 10 (10 +1 level -1 wisdom)
Class Feats: Armor Proficiency (Light, Medium) (Core 82); Weapon Proficiency (Simple) (Core 89)
Race Restriction: Primitive (Core 26) (do not gain Weapon Proficiency: Pistols, Rifles, Heavy Weapons at 1st Level
House Rule: Weapon Proficiency (Advanced Melee Weapons) (Core 89) for using Arg’garok (as Shadowarrior’s House Rules from Saga-Edition.com)
Race Feat: Improved Damage Threshold (Core 86) (5 Damage Threshold)
1st Level Feat: Force Sensitive (Core 85) (Use the Force is considered a Class Skill)
Talent: Armored Defense (Core 52) Whenever calculating your Reflex Defense you may add either your heroic level or armor bonus, whichever is higher, you must be proficient with the armor used.
Level 2 Scout 1
+0 BAB=1 D8 HP
Class Bonus: +1 Fort +2 Reflex (replaces Soldier +1 Reflex)
R 15 (10 +2 level +1 dex +2 class) F 18 W 11
Class Feat: Shake It Off (Core 88) (2 swift actions +1 Condition Track: conditional Bonus Feat must be trained in Endurance) only get 1 feat from starting feats from multiclassing
Talent: Evasion (Core 50) (Take 1/2 damage from area attack if the attack hits you, zero damage if the area attack misses you)
Level 3 Scout 2
+1 BAB=2 D8 HP
R 23 (with Heavy 10/4/1 armor=10 + 10 armor +1 dex +2 class)
F 25 (with Heavy 10/4/1 armor= 10 +3 level +4 Equipment Bonus +2 Superior Fortifying Armor +2 race +2 con +2 class)
W 12
Class Feat: Armor (Heavy) (Core 82)
3rd Level Feat: Bantha Rush (Core 82) (after a successful melee attack you may move your opponent 1 square as a free action, you may not move a grabbed or grappled opponent or move a your opponent into a solid object or another creatures fighting space)
Level 4 Jensaarai Defender 1 (As Jedi 1 – trained by Bol)
Requirements: Force Sensitive, must be a member of the Jensaarai Tradition +1 BAB=3 D10 HP
Class Bonus: +1 Reflex +1 Fortitude +1 Will Defense (replaces no bonus to Will Defense)
+1 BAB=3 D10 HP
R 25 (with Heavy 10/4/1 armor=10 +10 armor +2 Attune Armor +1 dex (2 max dex total, 1 Armor +1 Attune Armor) +2 class)
F 26 (with Heavy 10/4/1 armor= 10 +4 level +4 Equipment Bonus +2 Superior Fortifying Armor +2 race +2 con +2 class)
W 14 (10 +4 level -1 wisdom +1 class)
Class Feat: Weapon Proficiency (Light Saber) (Core 89) only get 1 feat from starting feats from multiclassing
Talent: Attune Armor (Core 107 – Jensaarai Talent Tree) (Taught to me from Bol who learned from a Jensaarai Mandalorian, +2 Reflex and +1 max dex to armor worn)
Bonus Ability: Able to build own Light Saber when you have 7 heroic levels (Core 40)
+1 Str (18) +1 Int (14) (Trained in Acrobatics + Mand’oa @ Level 4)
Level 5 Soldier 2
+1 BAB=4 D10 HP
R 25 F 27 W 21 (10 +5 level +4 Equipment Bonus +2 Superior Fortifying Armor -1 wisdom +1 class)
Class Feat: Grand Army of the Republic Training (CWCG 31) (add your armor Equipment Bonus to your Will Defense)
Level 6 Soldier 3
1 BAB=5 D10 HP
R 25 F 28 W 22
Talent: Juggernaut (Core 52) (may move full movement in medium and heavy armor)
6th Level Feat: Desperate Gambit (SV 21) (you may reroll 1 attack per turn, though the 2nd result must be acceptable, -2 Reflex until start of next turn to reroll, -5 Reflex until start of next turn if rerolling a nautral 1)
Level 7 Soldier 4
+1 BAB=6 D10 HP
R 25 F 29 W 23
Class Feat: Rapid Strike (Core 88) (you may make 2 quick strikes with a melee weapon as a single attack -2 attack penalty +1 damage die on attack, may be used with other attack options, damage does not stack with Mighty Swing)
Level 8 Soldier 5
+1 BAB=7 D10 HP
R 27 (10 +8 level +6 armor (10 +2 Attune Armor +1 Stygian Triprismatic Polymer (Rebel 126) = 13/2 =6) +1 dex (2 max dex, 1 armor +1 Attune Armor) +2 class) F 30 W 24
Talent: Improved Armor Defense (Core 52) (add 1/2 your armor reflex bonus (round down) to reflex def + character level)
+1 Str (19) +1 Dex (13)
Level 9 Gladiator 1
Requirements: 7th Level, BAB 7, Improved Damage Threshold, Weapon Proficiency (Advanced Melee)
Class Bonus: +4 Reflex Defense (replaces Scout +2 Reflex Defense) +2 Fort Defense (same as Soldier)
+1 BAB=8 D10 HP
R 30 (with Heavy 10/5/1 armor =10 +9 lvl +6 armor (10 base armor +2 Attune Armor +2 Stygian Triprismatic Polymer (Rebel 126) = 13/2 = +6 armor) +1 dex (1 armor +1 max dex Attune Armor) +4 class)
F 32 (with Heavy 10/4/1 armor =10 +9 lvl +4 Equipment Bonus +2 Superior Fortifying Armor +1 Mandalorian Iron Equipment Bonus (Threats 103) +2 con +2 race +2 class)
W 26 (with Heavy 10/4/1 armor =10 +9 lvl +4 Equipment Bonus +2 Superior Fortifying Armor +1 Mandalorian Iron to Equipment Bonus (Grand Army) -1 wis +1 class)
Talent: Damage Reduction 10 (Core 101) (As a standard action you can spend a force point and gain damage reduction 10 for 1 minute (see Damage Reduction pg 158))
9th Level Feat: Trip (Core 88) (If you succeed on a grappling attack and your opponent fails the opposed grapple check, it falls prone in its space and is no longer considered grappled)
Level 10 Soldier 6
+1 BAB=9 D10 HP
R 31 F 33 W 27
Class Feat: Battering Attack (GAW 22) (whenever you successfully move a creature with the Bantha Rush feat, you also knock that target prone)
Force Points: 6 + 1/2 Level = 11
Future Levels
Level 11 Soldier 7
1 BAB=10 D10 HP
R 32 F 34 W 28
Talent: Melee Smash (Core 52) (1 damage with melee attacks)
Level 12 Soldier 8
+1 BAB=11 D10 HP
R 34 (with Heavy 10/4/1 armor =10 +12 lvl +6 armor (10 base armor +2 Attune Armor +1 Stygian Triprismatic Polymer (Rebel 126) = 13/2 = +6 armor) +2 dex (1 armor +1 max dex Attune Armor) +4 class)
F 35
W 29
Class Feat: Deft Charge (RECG 28) (After you charge, you can take swift actions, reactions, and free actions before your turn ends)
12th Level Feat: Powerful Charge (Core 87) (When you charge add an extra +2 to hit, and 1/2 your heroic level in damage)
+1 Str (20) +1 Dex (14)
Level 13 Soldier 9
+1 BAB=12 D10 HP
R 35 F 36 W 30
Talent: Stunning Strike (Core 52) (When you damage an opponent and exceed his damage threshold he moves an additional -1 step along the condition track)
Level 14 Soldier 10
+1 BAB=13 D10 HP
R 36 F 37 W 31
Class Feat: Power Attack (Core 87) (Choose to subtract a number from your attack roll and add same number to damage, double if using a two handed weapon, not usable on an object or vehicle)
Level 15 Scoundrel 1
0 BAB = 13 D6 HP
R 38 (with Heavy 10/5/1 armor =10 +15 lvl +6 armor (10 Base Armor +2 Attune Armor +1 Stygian Triprismatic Polymer (Rebel 126) = 13/2 = +6 armor) +2 dex (1 armor +1 max dex Attune Armor) +4 class +1 Martial Arts)
F 38
W 32
Class Feat: Point Blank Shot (Core 87) (1 bonus to attack and damage on ranged weapons at point blank range) *only get 1 feat from starting feats from multiclassing
Talent: Stymie (CWCG 24) (As a swift action you may target an opponent within 12 squares and line of sight, until the beginning of your next turn, they take a -5 on one skill you declare, this is a mind affecting effect)
15th Level Feat: Martial Arts I (Core 86) (+1 die step unarmed attacks, +1 dodge bonus to Reflex Defense)
Level 16 Elite Trooper 1
Requirements: 7th Level, Martial Arts I, Point Blank Shot OR Flurry, Armor Proficiency(Light & Medium), 1 talent from Armor Specialist, Commando or Weapon Specialist Trees.
Class Bonus: +2 Reflex Defense (same as Scout’s) +4 Fortitude Defense (overrides Soldier’s +2 Fortitude Defense)
+1 BAB = 14 D12 HP
R 39
F 39 (with Heavy 10/4/1 armor =10 +16 lvl +4 Equipment Bonus +2 Superior Fortifying Armor +1 Mandalorian Iron Equipment Bonus (Threats 103) +2 con +2 race +4 class)
W 33
Class Ability: Delay Damage (Core 211) (Once per encounter as a reaction you can choose to delay the effect of a single attack, ability, or effect used against you. The damage or effect does not take hold until the end of your next turn.
Talent: Improved Stunning Blow (CWCG 40) (When you damage an opponent with a melee attack that moves the target down the condition track, the target cannot take any action requiring a standard or full action on its next turn)
+1 Str (21) +1 Con (15)
Level 17 Soldier 11
+1 BAB=15 D10 HP
R 40 F 42 W 34
Talent: Equilibrium (Core 101) (As a Swift action you may spend a Force Point to remove all Debilitating conditions and return to a normal state (see conditions Core 148))
Level 18 Force Adept 1
Requirements: 7th Level, Trained in Use the Force, Force Sensitive, any 3 Force Talents
Class Bonus: 4 Will Defense (overrides Jensaarai Defender +1 Will Defense)
+0 BAB=15 D8 HP
R 42 F 44 W 39 (with Heavy 10/4/1 armor =10 +18 lvl +4 Equipment Bonus (Grand Army) +2 Superior Fortifying Armor +1 Mandalorian Iron to Equipment Bonus (Grand Army) -1 wis +4 class +1 Improved Defenses)
Talent: Empower Weapon (Core 214) (Spend a Force Point to empower a melee weapon (full round action) from that point forward the empowered weapon deals an additional die of damage, but only when wielded by you)
18th Level Feat: Improved Defenses (Core 85) (1 all Defenses)
Level 19 Jensaarai Guardian 1 (as Jedi Knight 1)
+1 BAB = 16 D10 HP
R 44 F 46 W 41 (with Second Skin)
Talent: Second Skin (Core 52) (When wearing armor with which you are proficient, your armor bonus to your Reflex Defense and equipment bonus to your Fortitude Defense increase by +1)
Level 20 Jensaarai Guardian 2 (as Jedi Knight 2)
+1 BAB=17 D10 HP
R 46 (43 Flat Footed) with Heavy 10/4/1 armor =10 +20 lvl +7 armor (10 base armor +2 Attune Armor +1 Stygian Triprismatic Polymer Amor +1 Second Skin) = 14/2 = +7 armor) +2 dex (1 armor +1 max dex Attune Armor) +4 class +1 Improved Defenses +1 Martial Arts +1 Destiny)
F 49 (54 Damage Threshold) (with Heavy 10/4/1 armor =10 +20 lvl +4 Equipment Bonus +2 Superior Fortifying Armor +1 Mandalorian Iron Equipment Bonus (Threats 103) +3 con +2 race +4 class +1 Improved Defenses +1 Second Skin +1 Destiny)
W 43 (with Heavy 10/4/1 armor =10 +20 lvl +7 Equipment Bonus (4 Armor +2 Superior Fortifying Armor +1 Mandalorian Iron to Equipment Bonus (Grand Army)) -1 wis +4 class +1 Improved Defenses +1 Second Skin +1 Destiny)
Force Technique: Force Point Recovery (Core 102) At the end of an encounter, you automatically recover 1 Force Point spent during the encounter
+1 Str (22) +1 Con (16)
Attacks @20th Level
Single 2 Handed Attack with Empowered Arg’garok Axe (28 with Powerful Charge and Rapid Strike 4d12 + 35 damage:average 61 damage, (Battering Attack will push the back one square and prone)
Single 2Handed Attack with Empowered Great Lightsaber (26 with Powerful Charge and Rapid Strike 4d10 +40 (avg 62 dmg) or 5d10 +40 vs targets with DR (avg 67.5 dmg) , (Battering Attack will push the back one square and prone)
Bio
Gek was a young, skinny Gamorrean when the Clone Wars raged. The Trandoshan slavers almost didn’t take him when they raided his small clan and took them as slaves to Trandosha. He never grew to more than 2/3rds the weight of a normal fully grown Gamorrean, his weak chin, wider spaced unsquinty eyes, wrinkly empty stomach rolls, stubby snout, and malformed nubs instead of proper horns spoke of a Gamorrean who would not likely survive the rigors of combat, and was no use in a breeding facility. He labored for the Trandoshans while his Clan were sold as cannon fodder to the Separatists, from all accounts less than 8 percent survived. Gek vowed to try and find any remaining Gamorrean slaves of his clan and rescue them. Not wanting to eventually be cannon fodder himself, he took his chance to escape by to hiding on a ship when a Mandalorian named Bol came to Trandosha.
Gek didn’t realize it but he had stowed away on a ship belonging to a Mandalorian Gamorrean named Bol’ak Fenn, who had returned to Gamorrea to ensure that the Separatists and Hutts did not sell or enslave his clan. He found that the Trandoshan slavers hired by the Hutts for the Separatists, had already been there and that they were holding his clan on Trandosha, waiting for orders on where to ship them. Bol arranged for their freedom and return to Gamorrea and made arrangements so they wouldn’t be enslaved again. He made very sure the Trandoshans understood his Clan was under his, and now their, protection. Bol didn’t know he had picked up a stowaway during this mission until he discovered Gek when his hunger drove him from his hiding place to attempt to steal food.
Bol could sense that Gek, like himself, was force sensitive, and taught him the beginnings of how to use the force in the Jensaarai tradition, a tradition in which Bol had been trained by another Mandalorian of Jensaarai descent. The Jensaarai are much like the Jedi in building and using lightsabers, but walk a thin line between the light and the dark. Bol stressed that the force should only be used by Gek for defensive purposes, until he learned more. That thin line could only be walked with a trained guide, otherwise Gek would certainly fall to the Dark side and the balance would not be maintained. Gek could then come to hurt clan, kin, and Mandalorians.
Bol explained that being a Mandalorian was not just about armor and weapons, but about being self sufficient, speaking Mand’oa, loyalty to clan, kin and the Mandalore (the Mandalorian leader). It didn’t matter about race, social class or profession, no one made you a Mandalorian except you. Mandalorians come from all walks of life and all species. Bol admired Gek’s survival instinct and set him aboard the next space station with a gift, a very sharp (Echani Templated) Arg’garok and a Red Bladed Lightsaber. He told him to make his way and discover his path.
It didn’t take long for Gek’s belly to rumble and the high ideals Bol spoke of faded. Within a week he had joined the Grand Army of the Republic, in his mind, to fight against the Separatists that had enslaved his people, but really to feed his belly. Having brought his own weapon, (Bol had warned him not to show his Lightsaber for fear of unwanted attention from Jedi) the Republic gave him some armor and some basic grand army of the republic training. Not long after his arrival, he was sent to his first battle, a little world not far from the space station.
The Mandalorian 212 who fought with the Separatists arrived to route the Republic Army contingent that Gek was part of. In the battle, Bol recognized Gek as he swung his axe wildly, with power, but also with fear. Bol fought his way over and soundly defeated Gek, giving him a vicious head wound, yet sparing his life. Bol taught Gek that day that he fought on the wrong side. The Separatists used his people as cannon fodder and the Republic used Clones bred to be slaves as their cannon fodder. Either side would enslave whoever they could, in whatever way they could, and this slavery would be done by Trandoshans, the Separatists, other races on behalf of the Hutts, or, as in the case of the Republic, through the cloners on Kamino, breeding and selling an army to fight and kill with little choice of their own. What Gek needed to do was learn to protect his own. He could only do this by ultimately becoming a Mandalorian, to fight for and with, all faithful Mandalorians while searching for the remnants of his own direct Gamorrean Clan.
Clutching his axe and his meager belongings, he disappeared, assumed dead. With the vicious head wound that Bol gave him during their fight, he wasn’t far off it, the scar still remains. Bol showed him how to heal quickly through the force, and Gek started to fight as a Separatist along with Bol, while trying to find out about his Gamorrean Clan from his new allies. Bol helped Gek by building up his armor, making it what it is now. Before Gek could get any information on his Gamorrean Clan, Bol left with the Mandalorian 212 on a special mission where they were massacred. Only a few survived, but Bol was dead. The Jedi were the perpetrators of the massacre but at the behest of a Baron who had tricked them to do his bidding. Gek vowed pay back for his friend’s death and took the last name Fenn, marking him as Mandalorian Clan to Bol. Gek would eventually add to the armor that Bol made him and paint it Black for Justice and Grey for Mourning, in the Mandalorian tradition.
Yet Gek realized that the Jedi were ultimately not to blame. They had been pawns like he had been. It was the Baron and the corrupt system he was a part of that was responsible. He grew even more determined to undermine and expose the corruption within the Republic and find his lost kin.
Returning to Republic space, he was apprehended as a deserter. Feigning amnesia and showing the head wound scar Bol left him, Gek would have been convicted and enslaved were it not for an agent of Bail Organa who brought him to Organa’s attention as a possible recruit to Organa’s fledgling organization that battles the rotting core within the Republic. Owing a debt to Organa, Gek kept his axe, armor and lightsaber, vowing to repay the debt, continue with avenging Bol’s death, hurt the evil within the Republic and become a true Mandalorian in order to find his lost kin.
