Found early by Jedi recruiters Segwin Drathis grew up in Jedi training. Segwin’s father was a senior bureaucrat on an Arkanian colony world. From an early age Segwin understood both order and responsibility. Bookish for a youth, Segwin never intended to spend much time off Coruscant, but his master had other ideas.
Segwin’s formative years were spent in the library and museums of the Jedi Compound on Coruscant. He has a youthful interest in the history of his home systems, including their Sith past. His master instructed him that he would not be allowed anymore than the basic knowledge of the Sith until his training progressed. Such knowledge is dangerous he was told.
His master took Segwin aside from his studies to give him gruelling training in the force and a wide verities of skill. Most of the training was done in Jedi facilities but Segwin was taken on a number of trips into different systems as his master did research.
Only now did Segwin understand the culmination of the travel and research. His master had been planing an excavation of a series of Sith runes. The process took years and Segwin learnt much about the practical use of the force in this sort of investigation and gathering and collating information.
Back to the library and Segwin set about working in the discoveries they had found in the field. With his skill level he was given unfretted access to the works in the Jedi library regarding Sith lore. Sith lore although dangerous was considered a historical curiosity up until then. But the events on Tatooine and Naboo changed all that. Now instead of just being an academic, Segwin is now one of the most knowledgeable Jedi in the Sith. Being a new threat to the Republic and more specifically to the Jedi order as a whole, Segwin’s knowledge is beyond value.
But can someone with such knowledge be trusted?
In his natural environment Segwin is a sink for knowledge. It doesn’t take long to realise that logic is his Segwin’s favourite weapon, although he understands all too well that some problems can’t be solved with logic. These are the sorts of problems Segwin hopes to avoid.
Segwin can be somewhat arrogant, having placed himself in an almost higher class than those of his junior. Long ago though he learnt that his arrogance could be his downfall. He soon accepted that everyone has different skills and abilities, and that he must accept that not everyone can live up to his standards. However, Segwin’s main dislike is for people who don’t work to the best of their abilities.
If anything Segwin is offended that his chosen field of expertises has become invaluable. Despite the obvious threat posed by the re-emergence of the Sith, Segwin is annoyed that his field of historical research has become so vital to the survival of the Republic. Segwin only chose to study the Sith to better fight them and to help protect the Jedi form the influence of the dark side. But Seqwin will never walk away from his responsibilities.
At 6’4 Segwin still manages to look stocky. Not muscled or fat he is just board. His skin tone is olive/tanned. In contrast his hair that reaches to his shoulder blades, tied back with a simple leather thong and eyes are a shocking white. Clean shaven with chiselled features he looks very much like a typical Arkanian. When he is not turning his intense gaze on someone or some thing his face tends to hold a touch of concern.
Most likely played by:
Segwin Drathis (as at the start of the campaign):
Male Arkanian Jedi Consular 7; Init +5 (+1 Dex, +4 Improved Initiative); Defence +17 (+6 class, +1 Dex); Spd 10m; VP/WP 39/10; Atk +5 melee (3d8/19-20, Lightsaber); SQ Deflect (attack -4), Deflect (defence +1), Deflect (extend defence and attack), Increased lightsaber damage (3d8); SV Fort +7, Ref +5, Will +7; SZ M; FP 6; Rep 5
Str 10, Dex 12, Con 10, Int 20, Wis 15, Cha 12
Skills: Astrogate +6, Computer Use +7, Craft (Lightsaber) +10, Diplomacy +5, Gather Information +10, Knowledge (Jedi Lore) +11, Knowledge (Sith Lore) +15, Knowledge (Cultures) +10, Knowledge (World Lore) +10, Pilot +3, Sense Motive +8.
Force Skills: Affect Mind +5, Empathy +3, Enhance Ability +1, Enhance Senses +5, Farseeing +12, Force Defence +3, Force Stealth +2, Friendship +2, Heal Another +4, Heal Self +5, Illusion +2, Move Object +10, See Force +12, Telepathy +5.
Feats: Exotic Weapon Proficiency (Lightsaber), Force Sensitive, Great Fortitude, Improved Initiative, Infamy, Weapon Group Proficiency (blaster pistols), Weapon Group Proficiency (simple weapons).
Force Feats: Alter, Aware, Control, Dissipate Energy, Link, Sense.