Human Jedi 2 / Scoundrel 1
Education Destiny (Destined to train other force users)
Languages: Basic, Binary (Understand Only), Huttese (Understand Only)
Force Points: 6
Destiny Points: 3
Dark Side Points: 0
Reflex Defense: 15
Fortitude Defense: 16
Will Defense: 16
Lightsaber +3, 2d8 +5, Energy and Slashing
[1st (Human)] Force Training: Learn 3 Force Powers.
[1st (Level)] Strong in the Force: Roll d8s for Force Points.
[1st (Jedi)] Force Sensitivity: Can Use the Force.
[1st (Jedi)] Weapon Proficiency (Lightsabers): No penalties for lightsabers.
[1st (Jedi)] Weapon Proficiency (Simple Weapons): No penalties for simple weapons.
[2nd (Jedi)] Brink of Death: May choose to make a killing blow reduce a target to 0 instead.
[3rd (Scoundrel)] Weapon Proficiency (Pistol): No penalties for pistols.
[3rd (Level)] Skill Training (Stealth): Trained in Stealth.
[1st (Jedi)] Skilled Advisor: Full-round action, grant +5 to ally’s next skill check (spend force point for +10).
[3rd (Scoundrel)] Fool’s Luck: Standard action, spend a force point to gain: +1 luck on attacks, +1 luck on defense, or +5 luck on skill checks until the end of the encounter.
SKILLS: 5 + 1/2 Hero Level + Modifier
Use the Force
You use the Force to choke or crush your enemy.
Time: Standard action.
Target: One target within 6 squares or within line of sight.
Make a Use the Force check. The result of the check determines the
effect, if any:
DC 15: The target takes 2d6 points of damage. If your Use the Force check
equals or exceeds the target’s Fortitude Defense, the target can take only a
single swift action on his next turn.
DC 20: As DC 15, except the target takes 4d6 points of damage.
DC 25: As DC 15, except target takes 6d6 points of damage.
Special: You may maintain your concentration on the targeted creature
to continue damaging it from round to round. Maintaining the Force grip is a
standard action, and you must make a new Use the Force check each round.
You can spend a Force Point to deal an additional 2d6 points of damage
with your Force grip.
You use the Force to alter a target’s perceptions or plant a suggestion in its
Time: Standard action.
Target: One Intelligence 3 or higher creature in line of sight and within 12 squares of you.
Make a Use the Force check. If you equal or exceed the target’s Will
Defense, you may choose one of the following effects:
- You create a fleeting hallucination that distracts the target and enables
you to use the Stealth skill even if the target is aware of you.
- You perform a feint so that the next attack you make against the target
ignores its Dexterity bonus to Reflex Defense (if any).
- You make an otherwise unpalatable suggestion seem completely reason-
able to the target. You must be able to communicate with the target, and
the suggestion can’t obviously threaten the target’s life. The target won’t
realize later that what he did is unacceptable.
- You fill the target with terror, causing it to flee from you at top speed
for 1 minute. The affected creature stops fleeing if it is wounded. The effect is negated if the target’s level is equal to or higher than your character level.
This is a fear effect.
Special: If you are making a suggestion, you may spend a Force Point
to improve the target’s attitude by one step, plus one additional step for
every 5 points by which your Use the Force check exceeds the target’s Will
You can float up or down without anything or anyone to assist you.
Time: Move action.
Make a Use the Force check. The result of the check determines the effect, if any:
DC 15: You gain a fly speed of 2 squares but can only move vertically.
You may move up to your fly speed as part of this action, and if you end this
movement adjacent to a horizontal surface, you can move 1 square onto
that surface as a free action. At the start of your next turn, if you are not
standing or holding onto a solid surface, you fall to the ground.
DC 20: As DC 15, except the fly speed increases to 4 squares.
DC 25: As DC 15, except the fly speed increases to 6 squares.
Special: You can spend a Force Point as a reaction to activate this power
when falling. You can reduce your fall distance by a number of squares equal
to the fly speed provided by this power. If you reduce the fall distance to a
squares, you land safely on your feet.
You can maintain the levitate power from round to round, extending the
normal duration. Maintaining levitate is a move action, and whenever you
maintain this power you can move vertically up to your fly speed. If you take
damage while maintaining levitate, you must succeed on a Use the Force
check (DC 15 + damage taken) to continue maintaining the power. If you
fail this Use the Force check, you immediately fall.
Jula is a spunky and fun-loving Padawan that was once a runaway street tough on Coruscant. However, during one particular youthful crime involving excessive use of Force, she was discovered and inducted into Jedi Training. While she appears outwardly to be obedient to the Way of the Jedi, when she’s not under the watchful eyes of the order she indulges in her pastimes of drinking and delinquencies.