Ari Daxx
Human · Bounty Hunter · Level 3
Identity
Ability scores
Saving throws
Skills
Weapons
| Name | Attack | Damage | Range |
|---|---|---|---|
| ●Heavy Blaster Pistol | +3 | 1d12 Energy | 50 ft |
| ●Blaster Pistol | +3 | 1d10 Energy | 50 ft |
| ●Stun Baton | +5 | 1d6 Bludgeoning | 5 ft |
| ●Frag Grenade | +5 | 3d8 Slashing | 30 ft |
| ●Unarmed Strike | +2 | 1 bludgeoning | — |
Languages
Inventory
- Blaster Pistol · 1 kg
- Computer Spike +1 · 1 kg
- Medpac I · 0.5 kg
- Heavy Blaster Pistol · 1.3 kg
- Stun Baton · 0.5 kg
- Reinforced Half-Vest · 2.5 kg
- Binder Cuffs · 0.5 kg
- Tool Kit · 1 kg
- Frag Grenade · 0.5 kg
- Medpac II×2 · 0.6 kg
Backstory
Ari Daxx grew up on the fringes of Nar Shaddaa, the moon where survival meant learning to outthink and outfight those stronger than you. His father was a dockworker swallowed by debt to the Hutts, and his mother vanished before Ari could remember her face. By fifteen, Ari had already learned to play both sides of any deal, lying to gangsters with a straight face and slipping away unseen when the blasters came out. Unlike most street rats, Ari wasn’t reckless — he was calculating. He knew when to come in smooth, all charm and false promises, and when to turn cold enough to freeze a room with a stare. The Hutts noticed, and before long he was working contracts — at first as muscle, then as a hunter. Ari developed a reputation: he didn’t waste time, he didn’t waste words, and he didn’t miss. At twenty, he cut ties with the Hutts, unwilling to remain a tool for their endless games. Going independent, he became the name whispered in cantinas from Ryloth to Ord Mantell: Daxx is coming. His contracts weren’t flashy, but they ended clean. His marksmanship was sharp, his ability to vanish sharper, and his mix of intellect and ruthlessness made him a ghost with a price tag. It was on a job in the jungles of Rishi that Ari encountered the small droid who would become his shadow. BD-7, abandoned in the aftermath of a firefight, patched Ari’s wounds and led him to cover in the middle of an ambush. Ari never spoke of it, but he didn’t leave the droid behind. Since then, BD-7 has been his constant companion — a silent, glowing-eyed witness to his every hunt, a reminder that even the coldest killer sometimes finds something worth keeping. Now twenty-five, Ari Daxx is lean, precise, and feared. He carries two blasters at his side and a reputation heavier than either. In the Outer Rim, when a door slides open and the man with the cold eyes steps through, everyone knows — the hunt is already over.
Roleplaying notes
How to play Ari: - Cold Presence – Speak rarely, but when you do, make it count. Short, direct sentences cut sharper than long speeches. - Dual Faces – Switch between charm and intimidation seamlessly. Ari knows when to smile and when to freeze someone with a stare. - Predatory Calm – Always act like you’re in control, even when you aren’t. Never show panic, never rush — hunters don’t chase, they stalk. - Unflinching Morality – Contracts are business, not personal. Don’t justify, don’t explain — “a job’s a job.” - Silent Intimidation – Use stillness as a weapon. Sometimes saying nothing is more terrifying than threats. - Pragmatic Loyalty – Though cold, Ari honors deals and trusts BD-7 absolutely. Show the rare flicker of humanity only around the droid. - Loner Aura – Don’t form easy bonds with others. Allies are useful, but Ari never fully lets anyone in.