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Age: 18 Eyes: Royal Blue Class: Jedi Consular Hair: Black Level: 7 total Height: 6’1 Prestige Class: Jedi Knight 1 Weight: 180 lbs Template (if any)dhampir half- titan Movement: 50ft Languages Spoken: Force Points 5 + ½ Level Adds +1d6 when spent Robert Edward Lee Graham STR: 28 +9 DEX: 15 +2 CON: 18 +4 INT: 18 +4 WIS: 20 +5 CHA: 17 +3 DEFENSE Lvl or armor bonus Attribut e Misc Total Fortitude 3 +4 +3 +11 Reflex 3 +2 +3 +8 Will 3 +5 +3 +11 BAB +7/+2 Mele e +16/ +11 Ranged +9 Hit Points 95 DR 10/+ 1 Regenerati on 1 AC +8 Nat, +2 Dex SR Initiat ive Spell Like abilities- Casts the following at their level, based on their HD, 1 x per day unless otherwise noted 1-2 Bless 3x day, charm person or animal 3-4 Cure light wounds 3x day, levitate 5-6 Invisibility , summon nature’s ally II 7-8 Remove curse, remove fear 9-10 Holy smite 11-12 Hold Monster 13-14 Commune with nature 15-16 Eyebite 17-18 Etherealness 19+ Fire Storm

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Age: 18Eyes: Royal Blue

Class: Jedi ConsularHair: Black

Level: 7 totalHeight: 61

Prestige Class: Jedi Knight 1Weight: 180 lbs

Template (if any)dhampir half- titanMovement: 50ft

Languages Spoken:

Force Points 5 + LevelAdds +1d6 when spent

Robert Edward Lee Graham

STR:28+9

DEX:15+2

CON:18+4

INT:18+4

WIS:20+5

CHA:17+3

DEFENSE Lvl or armor bonus AttributeMiscTotal

Fortitude3+4+3+11

Reflex3+2+3+8

Will3+5+3+11

BAB+7/+2Melee+16/+11Ranged+9

Hit Points95DR10/+1Regeneration1

AC+8 Nat, +2 DexSR

Initiative

Spell Like abilities- Casts the following at their level, based on their HD, 1 x per day unless otherwise noted1-2Bless 3x day, charm person or animal

3-4Cure light wounds 3x day, levitate

5-6Invisibility , summon natures ally II

7-8Remove curse, remove fear

9-10Holy smite

11-12Hold Monster

13-14Commune with nature

15-16Eyebite

17-18Etherealness

19+Fire Storm

Hit DiceDRSR

1-5-12

6-10-17

11-1510/+121

16+15/+125

Combat reflexes, Dodge and Improved Initiative as bonus feats.Hit Dice improves by 1 categorySlam attack for 1d4, Bite for 1d8 damageCharm person- Target makes Will save (DC 10 + the half-vamps HD + Charisma mod) or be affected by the spell as if cast by a sorcerer of the half-vamps HD. Anyone saving against this power cannot be affected again by it for 24hrs. This has a range of 30ft.Blood Drain- May make a grapple check; if the character pins the foe, may deal 1d4 Constitution drain per round the pin is maintained. The half vampire cannot drain more Constitution in a single hour than its own Constitution score. Each round the victim suffers Constitution drain, the half vampire gains 5 temporary HP that fade after one hour. Call of the Gangrel Blood- Once per day, the half vampire may call forth 1d4 rat swarms, 1d3 bat swarms or a pack of 1d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the half vampire for 1 hour.Darkvision 60ftDR 10/+1Fast Healing Robert heals 1hp per round as long as he has at least 1 hp.The half-vampire is immune to poison, sleep, paralysis, stunning, disease, subdual and death via massive damage and has a 25% chance to negate a critical hit.Cold and Electricity resistance 10Spider climb at will+4 vs ability damage, energy drain and death effects+4 to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks

264 skill pointsJump (Str): (Level +3)+

Listen(Wis):(Level +3)+

Swim(Str): (Level +3)+ May take 10

Spot(Wis): (Level +3)+

Climb (Str): (Level +3)+ (Climb, Accelerated Climbing, Catch when Fall, Make Hand/Footholds) May take 10, but not 20

Ride(Dex): (Level +3) (Ride, Control Mount, Fast Mount/Dismount, Guide with Knees, Leap, Soft Fall, Stay in Saddle, Mount as Cover)

Special AbilitiesAdd your character level to damage inflicted, as per Saga rulesJedi Talents-Force Intuition (Jedi Guardian Tree)- You may use your Use the Force check to determine initiative checks. Block (Lightsaber Combat Tree)- As a reaction, you may use your Use the Force check to negate a melee attack (DC equals the incoming attack roll, -5 penalty per preceding use of Block or Deflect since last turn) This requires a drawn and ignited lightsaber and you may not be flatfooted. You may use this ability to partially block autofire attacks. If successful, you take damage if the attack hits.Adept Negotiator-Master Negotiator-Force Powers (2 + 2x Wisdom Mod)Force DisarmForce SlamNegate EnergyRebukeMove ObjectForce StunMind TrickForce ThrustSurgeVital TransferForce GripBattle StrikeFEATS *indicates bonus feat from class/other sourceForce Sensitivity*- You make take 10 using the Force, but not a 20Activate 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, 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 30Weapon Proficiency Lightsabers*Weapon Proficiency Simple Weapons*Force Training- You add 1 + Wisdom modifier number of new Force powers to your power suite.Quick DrawLeadershipGear