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Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Bounty Hunters & Mercenaries (Part 1)

Affiliations: Anzati Assassins

A master of the Anzati Assassins, Lord Kelkko trained for years before becoming a legendary slayer of sentients. Eventually, he retired to Anzat to become a trainer of future assassins, teaching the same regimen that made him so effective. While holding a healthy respect for other masters, such as Akku Seii, Kelkko respectfully disagrees on many policies laid down by the Code of Honor, especially the prohibition on Jedi contracts. His patience with the other masters grew thin when the Clone Wars began, and he slowly gathered support amongst like-minded trainers throughout the early years of the conflict.

Six months before the Clone Wars would end, a deal was brokered between Count Dooku and Lord Kelkko. Rath, under the supervision of Sora Bulq, would personally train a clone army for the Count, alongside a dozen other masters of the Anzati arts. The army used the last surviving Morgukai, Bok, as a genetic template. Kelkko and his staff relocate to Saleucami within days and initial training goes well; the clones pick up the basic techniques at an alarming rate.

Unfortunately, Jedi Master Tholme learns of the operation within weeks, and is able to alert the Republic. Kelkko and his ilk work to eliminate Tholme, all while repelling a Republic assault led by Jedi Council member Oppo Rancisis. Surprisingly, Tholme proves the more adept in the art of stealth, and sabotages the Separatist scheme at every turn. Five months into the project, with Kelkko's temper flared at every turn, the double-agent, and former student of Tholme's, Jedi Quinlan Vos is ordered eliminate the annoyance.

Kelkko and his Anzati Assassins are sent to kill Oppo Rancisis while deep in battle meditation; unfortunately, not all of Kelkko's fellow Anzati are as light-footed as himself, and the Jedi Master is alerted to their presence. Kelkko watches in grim admiration as the Thisspiasian decimates his fellow adepts before making his own presence known. Confident he could destroy the weakened Jedi, he charges, but Kelkko fails to take the Jedi Master's powerful tail into consideration. Rath Kelkko is flung into a large capacitor, where the resulting energy discharge ends his long life.

Rath Kelkko Statistics (CL 15)[]

Medium Anzati Noble 3/Scout 7/Melee Duelist 5

Force Points: 13; Dark Side Score: 8

Initiative: +14; Senses: Low-Light Vision, Perception +13

Languages: Anzati, Basic, Bocce, Durese, High Galactic, Huttese, Minnisiat, Myrtheen

Defenses[]

Reflex Defense: 31 (Flat-Footed: 29), Fortitude Defense: 26, Will Defense: 28

Hit Points: 86, Damage Threshold: 26; Skill Confidence (Stealth)

Offense[]

Speed: 6 Squares; Flèche, Hidden Movement, Master of Movement (2/Encounter), Powerful Charge, Presence Sense, Reactive Stealth

Melee: Unarmed +13 (1d4+11)

Melee: Vibrosword +14 (2d8+11)

Melee: Vibrosword +12 (3d8+11) with Rapid Strike

Melee: Vibrosword +11 (2d8+11) and Vibrosword +11 (2d8+11) with Double Attack

Melee: Vibrosword +9 (3d8+11) and Vibrosword +9 (3d8+11) with Double Attack and Rapid Strike

Melee: Vibrosword +6 (2d8+11) and Vibrosword +6 (2d8+11) and Vibrosword +6 (2d8+11) with Triple Attack

Melee: Vibrosword +4 (3d8+11) and Vibrosword +4 (3d8+11) and Vibrosword +4 (3d8+11) with Triple Attack and Rapid Strike

Ranged: Vibrodagger +15 (2d4+9)

Base Attack Bonus: +12, Grapple: +14; Energy Drain

Attack Options: Double Attack (Advanced Melee Weapons), K'tara Training, Rapid Strike, Sadistic Strike, Shadow Striker, Triple Attack (Advanced Melee Weapons)

Special Actions: Critical Skill Success, Dirty Tricks, Melee Defense, Mesmerize

Species Traits (Anzati): Bonus Class Skills (Stealth, Survival), Energy Drain, Low-Light Vision, Mesmerize, Presence Sense

Base Stats[]

Abilities: Strength 14, Dexterity 14, Constitution 10, Intelligence 16, Wisdom 12, Charisma 14

Talents: Critical Skill Success, Dirty Tricks, Hidden Movement, Improved Stealth, Multiattack Proficiency (Advanced Melee Weapons), Reactive Stealth, Shadow Striker, Skill Confidence (Stealth), Weapon Specialization (Advanced Melee Weapons)

Feats: Double Attack (Advanced Melee Weapons), Flèche, K'tara Training, Linguist, Melee Defense, Powerful Charge, Rapid Strike, Sadistic Strike, Triple Attack (Advanced Melee Weapons), Weapon Focus (Advanced Melee Weapons), Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

Skills: Deception +14, Initiative +14, Jump +13, Knowledge (Social Sciences) +15, Knowledge (Tactics) +15, Perception +13, Persuasion +14, Stealth +14 (Skill Confidence; may reroll, must take second result), Survival +13

Possessions: Vibrodagger (3), Vibrosword, Comlink (Short-Range), Utility Belt, 50,000 credits, Estate on Anzat