Tyson Smee

Vagabond Soldier and Technician


Medium Human – Scout 4, Soldier 4, Gunslinger 4
Destiny 3; Force 12
Force Dice 2d6, keep highest
Init +14 (may reroll for new); Perception +13 (may reroll for new)
Languages Basic, Durese, Ryl, Sullustese

Defenses Ref 29 (flat-footed 26), Fort 26, Will 26
Special Add 1 to relevant defense vs Force Powers with the Dark Side descriptor when wearing Cathar Cloak
hp 107; Threshold 26
Second Winds 1; Second Wind HP 26

Speed 6 squares
Melee by weapon +13
Ranged Old Faithful Prototype Blaster Rifle [Devastating 5; Accurate; Improved Accuracy; Improved Damage; Improved Energy Cell; Ammo: 100; Stun Yes; Autofire capable; Miss and rifle disabled on a natural 1-4]
Normal +16, +13, +8 (3d8 +13)
PB Shot +17, +14, +9 (3d8 +14)
Rapid Shot +14, +11, +6 (4d8 +13)
PB & Rapid Shot +15, +12, +7 (4d8 +14)
Base Atk +11; Grp +14
Special Actions
Quick Draw – Draw a weapon as a swift action
Shake It Off – 2 swifts to recover condition track, instead of 3 swifts
Devastating Attack Rifles – Treat target CT as -5 with rifles
Weapon Focus Rifles – +1 attack with rifles
Weapon Specialization Rifles – +2 damage with rifles
Trusty Sidearm & Old Faithful – Pistols and Rifles gain +2 damage
Multiattack Proficiency Rifles – Full round multiple attacks with rifles reduce penalties by 2
Riflemaster – Treat any rifle as accurate; may brace carbines set to autofire; heavy rifle base damage increases to d12s; light repeating blaters may be treated as medium
Rapid Shot – Take -2 attack for +1d damage, double ammo
Double & Triple Attack Rifles – Take 2nd and 3rd attack as full rd with rifles at -3 and -8
Sniper – Always ignore soft cover with ranged attacks
Point Blank Shot – +1 damage and attack to targets at Point Blank Range
Precise Shot – No penalty for firing at targets in melee with allies

Abilities Str 14, Dex 17, Con 15, Int 16, Wis 14, Cha 14
Talents Acute Senses, Devastating Attack rifles, Improved Initiative, Multiattack Proficiency rifles, Old Faithful, Weapon Specialization rifles
Feats Armor Proficiency (light, medium), Double Attack (rifles), Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Riflemaster, Shake It Off, Sniper, Tech Specialist, Triple Attack (rifles), Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple)
Trained Skills Climb +13, Endurance +13, Initiative +14, Jump +13, Knowledge Technology +14, Mechanics +14, Perception +13, Pilot +14, Survival +13
Untrained Skills Acrobatics +9, Deception +8, Gather Information +8, Knowledge Untrained +9, Persuasion +8, Ride +9, Stealth +9, Swim +8, Treat Injury +8, Use Computer +9



Notable Life Events

Age: 25

Physical Description:


Tyson is a human male and was born on Coruscant but his parents left it while he was very young, as they had joined the Explorer’s Guild. As Guild members, they settled on a small and remote world at the edges of known space. He picked up a number of skills living on the fringe, and grew up to be something of a handy man, making his living doing odd jobs. This continued until the Mining Guild showed up at his world and started gobbling up tracts of land near the small colony town. Once they arrived, he got a job with that Guild doing maintenance and he made good money doing it. For some reason, he hopped a Mining Guild ship for Coruscant, perhaps curious to see the world of his birth, but on arrival, the Mining Guild ship had little use for a mere maintenance man on a world heavily managed by maintenance droids. Tyson also learned a credit would not stretch nearly as far on Coruscant as it did back home. Down on his luck and coin, Tyson is once again back to doing any odd jobs he can find in the strange city world where he finds himself. He’s come to the cantina tonight to hang out with others he’s met that are also recently arrived to the Republic’s capital world.

Basic, Durese, Ryl, Sullustese

Tyson Smee

Light vs. Dark Terminsel