Kurrelgyrre

Kurrelgyrre

Kurrelgyrre was a slave in the service to the rising Empire. He was rescued from slavery by Xai-Dun Kimm, one of the last Jedi Masters. However, Master Kimm was killed during the escape.

Kurrelgyrre, now owing a life debt to a dead man, decided the only way to repay that life debt was to become a Jedi himself! All the while, one question has plagued him - Can a Wookiee be a Jedi?

He has always fought a battle within himself against his raging anger, while striving for control.

His quest has taken 30 years. He's seen the Rise of the Empire, the Rebellion, the New Republic, and now thrives during the time known as the New Jedi Order.

Now a Jedi Knight, Kurrelgyrre defends the New Republic. He represents a bridge from the past to the present. Above all, he fights to protect those who are innocent, and to defend the New Republic.

Together with Snteil Seit, R6-X0, and Z-3PO (Zeethree), Kurrelgyrre found his missing mentor, Jan Tolbara, who had been sealed inside a cryogenic sleep chamber and floating within the Smiling Sarlacc in deep space for five years. Now, he travels with them once more to deliver Snteil's prisoner to Teagan and collect the bounty on the Devon warrior in his care.

Kurrelgyrre is recognized by the leaders of the New Republic as one of the Heroes of Mon Calamari for his actions in saving the homeworld of the Mon Calamari from the Empire's World Devastators.

KurrelgyrreCL 14
Medium Wookiee Scout 1/Scoundrel 4/Jedi 7/Jedi Knight 2
Force 12; Destiny 3; Dark Side 1
Init +8; Senses darkvision; Use the Force +17; Improved Sense Surroundings
Languages Basic (understand only), Shyriiwook


Defenses Ref 32 (flat-footed 31, Lightsaber Defense 33), Fort 33, Will 29; Deflect
hp 141; Threshold 33; extraordinary recuperation

Speed 6 squares
Melee lightsaber +18 (2d8+12) or
Melee lightsaber +13/+13 (2d8+12) with Double Attack
Ranged bowcaster +13 (3d10+7)
Base Atk +12; Grp +17
Atk Options Double Attack, Point Blank Shot
Special Actions Fast Repairs, Lightsaber Defense, Personal Modifications, Redirect
  Shot, Vehicular Combat
Force Powers Known (Use the Force +17): battle strike, farseeing, surge, vital
  transfer

Force Techniques Improved Sense Surroundings

Abilities Str 20 Dex 13 Con 20 Int 11 Wis 12 Cha 11
Talents Deflect, Fast Repairs, Force Pilot, Force Perception, Jury-Rigger, Lightsaber
  Defense, Personal Modifications, Redirect Shot
Feats Double Attack (lightsabers), Force Sensitivity, Force Training (2), Point Blank
  Shot, Skill Focus (Mechanics, Use the Force), Skill Training (Use the Force), Tech
  Specialist, Vehicular Combat, Weapon Focus (lightsabers), Weapon Proficiency
  (lightsabers, pistols, rifles, simple weapons)
Skills Knowledge (galactic lore) +12, Knowledge (social sciences) +12, Mechanics
  +17, Pilot +13, Use Computer +12, Use the Force +17
Possessions lightsaber (self-built), silver bowcaster, Jedi robes, cybernetic eye
  (grants darkvision), flask of alcohol, glowrod, infrared goggles, wampa bone
  necklace, Z-98 Phantom starfighter