Juro Mattsa (CL 6)
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Medium Weequay Scoundrel 6
Destiny Points 3; Force 8; Dark Side 2
Init +4; Senses Perception +16
Languages Basic, Sriluurian


Defenses Ref 21 (flat-footed 20), Fort 19, Will 19
hp 66; Threshold 19


Speed 6 squares
Melee unarmed strike +5 (1d4+3)
Fighting Space 1 square; Reach 1 square
Base Atk +4; Grp +4
Atk Options Actobatic Strike (+2), Cleave, Mighty Swing


Abilities Str 10, Dex 12, Con 16, Int 11, Wis 16, Cha 15
Talents Melee Smash, Improved Armored Defense, Weapon Specialization (force pike)
Feats Armor Proficiency (none), Duck and Cover, Informer, Point-Blank Shot, Skill Focus (Deception, Perception, Stealth), Skill Training (Stealth), Weapon Proficiency (pistols, simple weapons)
Skills Deception +15, Gather Information +10, Perception +16, Pilot +9, Stealth +14
Possessions cred card (420c).


Juro is a gambler and has a fine eye for details. But after losing a small fortune on Unagin he was forced to take work with slaver and pirates. Ever a flatterer, he started on his boss Landaros the Faleen's good side. But as he began to learn of Landaros' status as a runaway crimelord and both the Black Sun and the Empire seemed to close in, Juro began to undermine the group's confidence in Landaros.

After putting Rahabish, the twi'lek, up to leading a failed mutiny, Juro, who managed to avoid suspicion, decided to let it lie.

He was marooned by the Black Sun ex-patriot Landaros on the moon of Koysh 5 when he chided his boss for letting the rebel prisoners escape. He was left with a CloakShape fighter which was shot down by Felix Wildstar. Juro survived the crash and spent the next month alone in the pirates' abandoned base with what scraps of food he could find and a vat of Corellian rum.

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