
If cold detachment is a rule for bounty hunters, Aurra Sing is the exception. Born to a spice addict on Nar Shaddaa, she had Force potential, a trait a mysterious Jedi known only as the Dark Woman discovered. Freed from the horrors of her birth world , she spent several years studying at the Jedi Temple in Coruscant, but her life would take another turn. While she was on a mission to Ord Namurt, star pirates captured young Sing, telling their prisoner that the Dark Woman had sold her to them. Sing was enraged and clung to the hate filling her heart, giving her the resolve to spend the rest of her life hunting Jedi.
She earned much from the pirates. She became a pilot, a navigator, a killer, and a fighter. Her expertise worried the cutthroats and they thought she might turn against them, so at the first opportunity, they sold her to a Hutt named Wallanooga, who soon after turned her over to the Anzati, a breed of alien vampires, to settle an old debt. These new masters saw in Sing a useful tool, and trained and altered her body to suit their purposes. When their modifications were complete, they set her loose on the galaxy, at which point she promptly returned to the Hutt and killed him in cold blood.
Free for the first time, Aurra Sing did what she cou ld to survive. She became a ruthless killer and bounty hunter, specializing in Jedi, whom she blamed for all of the ills in her life. With her training, talents with the Force, and augmentations given to her by her former Masters, she scoured countless worlds in her search for her former mistress to get the revenge she so desperately craved.
Aurra Sing (Episode CXXXVII) (CL 12)
Threats of the Galaxy, page 17.
Medium Near-human scoundrel 3 / Jedi 2 / scout 4 / Bounty Hunter 3
Destiny: 1; Force: 6; Dark Side: 12
Initiative: +14; Senses: Force Perception; Perception +13
Languages: Basic, Bocce
Defenses: Fort 27, Ref 29 (flat-footed 26), Will 25; Elusive Target
Hit Points: 94; Damage Threshold: 27
Speed: 6 squares
Melee: lightsaber +11 (2d8+7) or
Melee: lightsaber +9 (3d8+7) with Rapid Strike
Ranged: slugthrower rifle +13 (3d6+6) or
Ranged: blaster pistol +13 (3d6+6) and
blaster pistol +8 (3d6+6)
Base Attack: +10; Grapple: +13
Attack Options: autofire (slugthrower rifle), Careful Shot, familiar foe +1, Melee Defense, Point Blank Shot, Rapid Strike, Running Attack, Skirmisher, Sneak Attack +1d6
Special Actions: Guage Force Potential
Force Powers (known) (Use the Force +13): battle strike, Force slam, move object
Abilities: Cha 14, Con 14, Dex 16, Int 13, Str 13, Wis 14
Special Qualities: familiar foe +1
Talents: Acute Senses, Elusive Target, Improved Initiative, Force Perception, Gauge Force Potential, Skirmisher, Sneak Attack +1d6
Feats: Careful Shot, Dual Weapon Mastery (I), Force SensitivityH, Force Training, Melee Defense, Point Blank Shot, Rapid Strike, Running Attack, Skill Training (Pilot, Survival, Use the Force), Weapon Proficiency (lightsabers, pistols, rifles, simple)
Skills: Acrobatics +14, Gather Information +13, Initiative +14 (can reroll, must take second result), Knowledge [galactic lore] +12, Perception +13 (can reroll, must take second result), PersuasionH +13, Pilot +14, Stealth +14, Survival +12, Use the Force +13 (can reroll, must take second result)
Posessions: 5 lightsabers, slugthrower rifle with 4 clips, 2 blaster pistols, utility belt, flight suit, Rhen‑Orm Biocomputer, ion‑repulsorlift swoop, Corellian blockade runner