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Mischa Whitey Knight Age: 18 Class: Jedi Consular Level: Jedi 10, Jedi Knight 7 Prestige Class: Jedi

Master 3 Template (if any) Languages Spoken:

Eyes: Light Blue Hair: White Height: 59 Weight: 140lb Movement: Force Points 7+ Level Adds +1d6 when spent

STR: DEX: CON: INT: WIS: CHA: BAB HP AC Initiative Fortitude Reflex Will

11 27 16 17 23 21 +8 +3 +3 +6 +5 Melee DR SR Misc +4 +4 +4 Total 27 32 30 +20/15/10/5 Ranged Regeneration ++28/+23/+18/+13 1

+20/15/10/5 193 42 =(10 + Level + Dex+ Class bonus) Force Intuition Base 20 20 20 Attribute 3 8 6

Saving Throws

SIGNATURE SKILLS: (Climb+10, Jump+10, Ride+8, Listen+2, Swim, Spot+2 at Level + 3) Trained Skills (1d20 + level + Stat Mod+5) or 15+ Stat mod+ 1d20 Acrobatics(+13), Initiative(+8) , Use the Force (+5), Perception(+2), Endurance(+3) Perform(+10), Hide(+13) , Move Silently(+13) Special Abilities Str +4, Dex +10, Con +4 Int +6, Wis +6, Cha +6 Darkvision Lowlight Vision-Mischa may see in absolute darkness out to 60ft, excluding magical darkness and he can see in conditions of starlight as a human does at midday. Regeneration- The children fast heal 1 per round as long as they have positive hit points. They may repair severed limbs by rejoining them to the severed portion for 1d4 rounds. They may not regenerate a severed head. Claws- Mischas claws inflict 1d4 + Str damage Scent- He may detect approaching enemies, sniff out hidden foes and track through scent alone. Feats: Alertness Skills: +10 Climb, Jump, +10 Disguise, +5 Tumble, Perform, Hide and Move Silently, Jedi Master Class Features Fearless- Whitey is immune to all fear effects. Serenity- Whitey may enter a trace as a full-round action. He may stay in this trance for as long as desired, fully aware of his surroundings but losing his Dexterity bonus to AC. Upon leaving the trance, your first attack roll or Use the Force check is considered a natural 20.

Jedi Talents (11)


Adept Negotiator (Consular Talent Tree)- As a standard action, you may weaken an enemys resolve with your words. Target must have an intelligence of 3 or higher and be able to clearly see, hear and understand you. If the Force check exceeds the targets Will save check, you move their attitude one level towards friendly. If the friendly attitude is reached, they will not attack you or your allies for the remainder of the encounter unless you attack them. They gain a +5 to the check if higher level than you. Force Persuasion (Consular Talent Tree)- You may make a UTF check in place of your Persuasion check and may reroll any Persuasion checks as UTF check. Master Negotiator (Consular Talent Tree - If you use Adept Negotiator successfully, you move the victim an additional -1 step along the track (a mind effect) Skilled Advisor (Consular Talent Tree) - You may take a full round action to advise an ally; giving them a +5 to their next skill check. Spend a Force point for +10. (this is a mind effect) Elusive Target (Jedi Guardian Talent Tree)- Opponents targeting you in melee with ranged weapons take a -10 to hit. Force Intuition (Jedi Guardian Talent tree)- You may make a UTF check in place of your normal Initiative check. Block (Lightsaber Combat Talent Tree)- You may negate a melee attack by making a successful UTF check. DC= the attack roll, with a -5 penalty per each time you have used this talent since last turn. Must have a lightsaber drawn and be aware of the attack/not flatfooted. Deflect (Lightsaber Combat Talent Tree)- You may negate a ranged attack by making a successful UTF check. DC= the attack roll, with a -5 penalty per each time you have used this talent since last turn. Must have a lightsaber drawn and be aware of the attack/not flatfooted. You may use this to take half damage from autofire attacks. Force Focus (Control Talent Tree)- You may make a DC 15 UTF check (as a full round action ) to regain one spent Force power Lightsaber Throw (Lightsaber Combat Talent Tree)- You may hurl your lightsaber as a standard action. If the target is no more than 30ft away, you may recover it as a swift action (DC 20 UTF check) It inflicts normal damage Ataru Style (Lightsaber Form Talent)- You may add your Dexterity bonus to damage when using a lightsaber. If using your lightsaber two-handed, you inflict 2x your Dex bonus

Force Secret
Quicken Power- Whitey may spend a Force point to quicken standard/move action powers to a swift action. Destiny Points may be spent to activate the power as a reaction. Force Powers (2 + 3x Wisdom Mod) = 20 Regaining Force powers- When a power is used, it is no longer available until: -Combat is over and you rest for one minute, you roll a Natural 20 on a UTF check; you regain all spent Force powers, or some abilities (such as the Force Focus talent) allow you to regain powers in other way Move Object x 3- DC15-Medium 2d6, DC20-Large 4d6. DC25-Huge 6d6, DC30-Gargantuan 8d6, DC35-Colossal 10d6 Must maintain concentration (standard action) If used against a hovering/flying target, opponent opposes with a grapple check. You may use a Force point to extend the size by 1 category (Colossal (frigate) 12d6 damage). You may spend a Destiny point to extend the size by 3 (Colossal (station) 16d6 damage) Negate Energy x 3- Spontaneously negate an energy attack as a reaction. The UTF check must equal or exceed the damage dealt. You must be aware and not flat-footed. If successful, you may spend a Force point to regain HP equal to the damage of the negated attack. Force Disarm x 4- Make a UTF check in place of attack roll. If successful, the item may either fall to the ground or flies into your hand (your choice) Force Slam x 3- Make one UTF check and compare it to all the targets in a 30ft cone (6 squares) in line of sight If the attack equals or exceeds the targets Fort save, they take 4d6 Force damage and are knocked prone. If less, they take damage and are not prone. You may spend a Force point to deal +2d6 extra damage. Force Stun x 3- Make a UTF check against one target Will save (within 30ft) If successful, they move one step along the condition track (SWS pg 148). For every 5 points you exceed it by, another -1 on the track. You may spend a Force point to move an additional -1 along the track. (D&D Effect-You inflict a -1 penalty to attacks, saves and AC per application) Mind Trick x 4- Range:60ft. If you meet or exceed the opponents Will save, you may do the following. -Create a fleeting hallucination that allows you to use the Stealth skill even if target is aware of you -Feint so that the target is denied their Dex bonus to AC for your next attack -Suggest a course of action that is normally unpalatable to a target, which accepts it as perfectly reasonable. The target will not realize until later -Frighten the target, causing it to flee for 1 minute. This is negated if the target is equal//higher level. A fear effect Special- If making suggestions, you improve targets attitude by 1 step, + 1 per 5 points your UTF exceeds their Will Force Techniques (3) Force Power Mastery (Move Object) - You may take 10 on Use the Force checks to activate this ability. Force Power Mastery (Negate Energy) - You may take 10 on Use the Force checks to activate this ability. Force Power Mastery (Mind Trick) - You may take 10 on Use the Force checks to activate this ability. FEATS *indicates bonus feat from class/other source Add your character level to damage inflicted, as per Saga rules Force Sensitivity*- You make take 10 using the Force, but not a 20 Activate Force Power- requires no action. Force Trance- As a full round action, enter trance on a DC 10 UTF check. You are fully aware of your surroundings; you regain your level in hp per hour in the trance and may emerge as a swift action. If in a Force trance for 4 hours, you emerge fully rested. In a force trance, you can go 10 times longer than a normal person without food or water. Move Light Object- As a move action ,you may use the Force (DC 10) to telekinetically lift and move a light object up to 5kg 11lbs) up to 30ft in any direction. You may use this as a projectile weapon (DC 15, 1d6 blunt damage)

Search Your Feelings- As a full round action, UTF DC 15 to determine if a particular action is directly favorable or unfavorable within the next 10 minutes. Sense Force- Automatically, you sense disturbances in the Force. Locations strong in either side of the Force may be felt out to 1 kilometer. Relatives, companions or close friends in mortal danger/great pain may be felt to 10,000 light years. A great disturbance, such as destruction of a entire populated planet or the distress of a whole order of allies , may be felt anywhere in the same galaxy. As a full round action , you may sense other Force users to a range of 100km. On a DC 15 UTF check, you determine their numbers, their approximate distance and direction and whether you have met them before or not. They may conceal their presence with an opposed UTF check. Sense Surroundings- As a swift action, you may make a DC 15 UTF check to ignore cover and concealment to make Perception checks to detect/observe targets. DC raises by 5 if targets have total concealment. Telepathy- As a standard action, you may establish a telepathic link with a distant creature. You may exchange emotions or a single thought. The target must be willing or fail a UTF check vs. Will Defense. If it fails, the target is immune for 24 hours. The DC varies according to range. Same Planet- DC15/Same System- DC 20/Same Region/Quadrant- DC 25/ Different Region-DC 30 Weapon Proficiency Lightsabers* Weapon Proficiency Simple Weapons* Weapon Finesse . +0: You may use your Dexterity Modifier instead of your Strength modifier for calculating your melee attack bonus. +1: Your special attacks are considered to have the Edge when you attack an opponent with a Dexterity modifier smaller than yours, even if your Base Attack Bonus is not larger. +6: You may use your Dexterity modifier in place of your Strength modifier when attempting to trip an opponent. +11: You may use your Dexterity modifier in place of your Strength modifier for calculating your melee damage. +16: Opportunist - Once per turn, when an opponent is struck, you may take an attack of opportunity on that opponent Triple Crit-(Lightsabers) Whitey criticals with a lightsaber for x3 damage. Force Training- You may add your Wisdom modifier in Force Powers to your Force suite. Insightful Strike +0: You may use your Wisdom Modifier in place of your Strength Modifier for your melee attack rolls. +1: Your attacks have The Edge against an opponent who has a lower Wisdom and Dexterity than your own Wisdom, regardless of relative BAB. +6: Your melee attacks have a doubled critical threat range. +11: You make horribly telling blows. The extra critical multiplier of your melee attacks is doubled (x2 becomes x3, x3 becomes x5, and x4 becomes x7). +16: Any Melee attack you make is considered to be made with a magic weapon that has an enhancement bonus equal to your Wisdom Modifier (if positive). Whirlwind [Combat] +0: As a full round action, you may make a single attack against each opponent you can reach. Roll one attack roll and compare to each opponent's AC individually. +1: You gain a +3 bonus to Balance checks. +6: As a full round action, you may take a regular move action and make a single attack against each opponent you can reach at any point during your movement. Roll one attack roll and compare to each available opponent's AC individually. +11: Until your next round after making a whirlwind attack, you may take an attack of opportunity against any opponent that enters your threat area. +16: As a full round action, you take a charge action, overrunning any creature in your path, and may make a single attack against each opponent you can reach at any point during your movement. Roll one attack roll and compare to each available opponent's AC individually. 1 more Gear

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