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K’errin Daniel

Jedi Kel Dor


26 male 1.88m (6’ 2”) 77kg (170lb) Military

Combat Quick
Reference
Force Points
Aim: SECR, pg 154; 2 swift
actions to ignore cover Unless otherwise noted, you may spend a
Force Point once per round on your turn as
Attacks of Opportunity:
SECR, pp 155–156; melee
6 a free action to gain one of the following
benefits:
weapons only
• Roll 1d6 and add the result to a single
Area Attacks: SECR, pg 155;
attack roll, skill check or ability check
must roll 10 or higher; natural
(at 8th level, roll 2d6 and take the best
20 = all targets hit, not crit
result; at 15th level, roll 3d6 and take
Autofire: SECR, pg 157; area the best result).
attack, –5 atk to target 2x2
• Return a single spent Force power to
area; can brace autofire–only
your active Force suite as a reaction.
(2 swift actions, –2 atk)
• Use certain talents or Force powers,
Charge: SECR, pg 152; standard
techniques, and secrets that require a
action, +2 competence bonus
Force Point to activate or enhance (as
to atk, –2 penalty to REF till
noted in their descriptions).
next turn; no further actions
• Avoid death and fall unconscious
Coup De Grace: SECR, pg 155;
instead as a reaction whenever you
full–round action; auto–crit
would normally be killed. You may do
helpless target
this even if you have already spent a
Delay: SECR, pg 161 Force Point that round.
Disarm: SECR, pg 152 • Lower your Dark Side Score by 1 point
Fight Defensively: SECR, pg 152 (after a suitable period of atonement).
You may do this only once per level.
Full Attacks: SECR, pp 154–155
Grab/Grapple: SECR, pp 152–153
Helpless: SECR, pg 159 Destiny Points
Ion DAmAge: SECR, pp 159–160 Spending a Destiny Point does not require
an action and grants one of the following
Line of Sight: SECR, pg 160 benefits:
Prone: SECR, pg 161; –5 to melee • Automatically cause an attack made
atks while prone; +5 to melee/–5 against you to miss (even once the
to ranged atks to hit prone target attack is resolved).
Ready: SECR, pg 162 • Act out of turn (thus changing your
Recover: SECR, pg 154; 3 swift position in the initiative order) once
actions, +1 step on condition track per encounter.
Retrieve Item: SECR, pg 153; move • Take damage that would otherwise
action (2 move actions if in closed harm another character within your
container) reach.
Run: SECR, pg 155; full–round action, move 4x • I n c r e a s e t h e e f f e c t o f s o m e
speed in straight line (or 3x if encumbered) Force powers (as noted in their
descriptions).
Skill Attacks: Skills vs defenses; character
level + ability modifier + miscellaneous (–5 if • Use some applications of Force secrets
untrained, +2 for Skill Focus) (as noted in their descriptions).
Stun Damage: SECR, pg 162–163 • Immediately gain 3 Force Points.
Withdraw: SECR, pg 154; move action; move at
½ speed, avoid AoO in first square

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