|Class/Level:||Noble 7 / Solder 3|
|Role:||Governor of Ord Brokell|
Erl Wyvron is a legend in the Republic Army. He was a general in the Great Sith War, fighting in the Outer Rim Territories against the combined hordes of the Sith and Krath. The war cost him dearly – he lost his left leg, arm and eye in his final battle, and he saw many of his troops slaughtered by the merciless Sith. He spent much of the war fighting alongside Jedi and came to have a good deal of respect for them, even if he felt their philosophy was overly simplistic and naïve.
Wyvron retired to Ord Brokell, where he became the world’s governor. Since then a cult of personality has grown up around the governor. His old vanguard, the Roughnecks, emigrated to the planet and re-formed as the planet’s civilian militia. Wyvron helped lead a spirited defense of Ord Brokell during the opening days of the Mandalorian Wars, but was ultimately convinced to retreat to Taris. There he reformed the Roughnecks as a volunteer militia opposed to the Mandalorians.
Today, Wyvron is among those who believe no ground should be yielded to the Mandalorians. He’s frustrated by the Jedi Order’s refusal to join in the fight, and has had more than one heated arguments with old Jedi friends from the Great Sith War about this stance.
Wyvron has chosen not to hide his cybernetics; he wears them as a badge of honor reflecting his sacrifices in the Great Sith War. The cybernetics gleam with an artificial silver skin that covers the exoskeleton, motors and wires beneath. His cybernetic eye (which confers the benefits of a helmet package) glows faintly blue, matching the shade of his surviving human eye.
While a decent shot, Wyvron’s success on the battlefield came from his exceptional knowledge of tactics and his superior leadership skills. He isn’t afraid to fight on the front lines with his men, shouting commands and bolstering his troops’ morale as needed, but he always relies on his men to secure a target or defeat an enemy. This supreme confidence in his followers has earned him the admiration and respect of his men, and is a major reason why the Rough Riders reformed as a militia group after his retirement.
Erl Wyvron CL 10
Medium Human (old) noble 7/soldier 3
Init +9; Senses Perception +13
Languages Basic, 9 unassigned
Defenses Ref 26 (flat-footed 24), Fort 24, Will 28
hp 70; second wind +5/10; Threshold 24
Speed 4 squares
Melee short sword +7 (1d6+4)
Ranged blaster pistol +8 (3d6+5 fire)
Base Atk +8; Grp +7
Atk Options Commanding Presence, Point Blank Shot, Precise Shot
Special Actions Born Leader, Reactionary Attack
Abilities Str 9, Dex 9, Con 9, Int 18, Wis 16, Cha 18
Special Qualities Unswerving Resolve
Talents Armored Defense, Born Leader, Commanding Presence, Improved Armor Defense, Reactionary Attack, Tactical Savvy Feats Armor Proficiency (light, medium), Grand Army of the Republic Training, Jedi Familiarity, Linguist, Point Blank Shot, Precise Shot, Predictive Defense, Skill Focus (Knowledge [tactics], Persuasion), Unswerving Resolve, Weapon Focus (pistols), Weapon Proficiency (pistols, rifles, simple)
Primary Skills Deception +14, Gather Information +14, Initiative +9, Knowledge (bureaucracy) +14, Knowledge (tactics) +19, Knowledge (technology) +14, Perception +13, Persuasion +19
Secondary Skills Acrobatics +4, Climb +4, Endurance +4, Jump +4, Knowledge (galactic lore) +9, Knowledge (life sciences) +9, Knowledge (physical sciences) +9, Knowledge (social sciences) +9, Mechanics +9, Pilot +4, Ride +4, Stealth +4, Survival +8, Swim +4, Treat Injury +8, Use Computer +9
Possessions Arkanian blaster pistol with Hair trigger, Republic combat armor (+6 armor, +3 equipment), short sword
Born Leader: Allies within of sight gain a +1 bonus to attack rolls whilst remaining inline of sight, activated as a swift action once per encounter.
Commanding Presence: Use each of the following once per encounter: Hold the Line!, Lead the Assault, Turn the Tide (Galaxy at War, p. 18)
Improved Armor Defense: Apply the higher of heroic level plus half armor bonus or armor bonus to your Reflex Defense. Reactionary Attack: Once per encounter, upon you or an ally being attacked, grant an ally within 6 squares a free attack against the attacking enemy.
Tactical Savvy: Allies within line of sight add your Intelligence modifier to Force Points spent to enhance attack rolls.
Grand Army of the Republic Training: Armor’s Fortitude bonus also applies to Will Defense
Jedi Familiarity: Gain a Force Point once per encounter when targeted or affected by an ally’s Force powers or talents.
Point Blank Shot: +1 on ranged attacks and damage against point blank foes.
Precise Shot: Ignore the -5 penalty for shooting into melee.
Predictive Defense: You may use your Intelligence modifer rather than your Dexterity modifier to calculate your Reflex Defense.
Skill Focus (Knowledge [tactics], Persuasion) +5 to Knowledge [tactics] and Persuasion checks.
Unswerving Resolve: +5 to Fortitude and Will Defense against attacks or effects requiring Use the Force checks.