Star Wars: A Flicker of Hope
Kalor Salaban III
(a.k.a. Soleil) A cold and calculating crime lord
Description:
Medium Arkanian nonheroic 6/noble 1/crime lord 7
Force 9; Dark Side 10
Init +7; Senses darkvision; Perception +17
Languages Arkanian, Basic, Bocce, Falleen, Gamorrean, High Galactic, Huttese
Defenses Fort 20, Ref 27 (flat-footed 19; command cover +3; Brilliant Defense), Will 22
hp 72; Threshold 20
Speed 6 squares
Melee unarmed +9 (1d6 +4)
Ranged sporting blaster pistol +11 (3d4 +4)
Base Atk +9; Grp +9
Special Actions Brilliant Defense, Impel Ally I, Impel Ally II, flash of genius
Abilities Str 10, Dex 10, Con 15, Int 21, Wis 10, Cha 10
Special Qualities: command cover +3, intellectual reputation
Talents Attract Minion, Attract Superior Minion, Educated, Impel Ally I, Impel Ally II
Feats Brilliant Defense, Cut the Red Tape, Improved Defense, Martial Arts I, Predictive Defense, Skill Focus (Knowledge [bureaucracy], Perception, Persuasion), Weapon Proficiency (Pistols)
Skills Deception +12, Knowledge (bureaucracy) +22 [can substitute Gather Information checks], Mechanics +17, Perception +17, Persuasion +22, Use Computer +17
Possessions earbud comlink, hip holster, panic ring, sporting blaster pistol (gold-plated; Superior Accuracy), The Sun’s Glory (Maka-Eekai L4000 Transport), toxin detector
ORGANIZATION
Black Sun—Vigo (3): Once per encounter, can increase his damage on a single attack by 1 die. Once per encounter, can take 20 on a Persuasion check to intimidate a target as a full-round action. Crime lord prestige class : Can have a number of minions equal to Charisma modifier (minimum 2) present at any given time.
MINIONS
SOLEIL AS OF EPISODE 02:
Medium Arkanian nonheroic 6/noble 1/crime lord 5
Force 9; Dark Side 5
Init +6; Senses darkvision; Perception +16
Languages Arkanian, Basic, Bocce, Falleen, Gamorrean, High Galactic, Huttese
Defenses Fort 18, Ref 25 (flat-footed 19; command cover +2; Brilliant Defense), Will 20
hp 61; Threshold 18
Speed 6 squares
Melee unarmed +7 (1d6 +3)
Ranged sporting blaster pistol +7 (3d4 +3)
Base Atk +7; Grp +7
Special Actions Brilliant Defense, Impel Ally I, Impell Ally II, flash of genius
Abilities Str 10, Dex 10, Con 15, Int 21, Wis 10, Cha 10
Special Qualities: command cover +2, intellectual reputation
Talents Attract Minion, Educated, Impel Ally I, Impel Ally II
Feats Brilliant Defense, Cut the Red Tape, Improved Defense, Martial Arts I, Predictive Defense, Skill Focus (Knowledge [bureaucracy], Perception, Persuasion), Weapon Proficiency (Pistols)
Skills Deception +11, Knowledge (bureaucracy) +21 [can substitute Gather Information checks], Mechanics +16, Perception +16, Persuasion +21, Use Computer +16
Possessions earbud comlink, hip holster, panic ring, sporting blaster pistol (gold-plated), The Sun’s Glory (Maka-Eekai L4000 Transport), toxin detector
Bio:
CEO of The Kalor Salaban Company, a moderately successful trading and shipment enterprise based on Aeten II’s Sky Citadel, Kalor Salaban III is also known among the orbital station’s underworld as Soleil, a cruel and calculating criminal overlord.
He is certainly one the most powerful figures in the Aeten System, even though his influence was greatly diminished after Leran Zarin’s appointment as Governor.
Kalor Salaban III was later revealed to be an influential member (or former member) of a Galaxy-spanning yet elusive crime syndicate. He betrayed our heroes to the Empire and retrieved the Stygium in order to remain in good standing in (or regain a modicum of power within) the all-powerful organization.