Post by at on Aug 28, 2019 5:24:18 GMT -5
Kestrel
Human Scoundrel* Multiclass
Homeworld: Chandrila
Age: 17
Character Image
STR: 13 (+1)
DEX: 16 (+3)
CON: 13 (+1)
INT: 13 (+1)
WIS: 19 (+4)
CHA: 20 (+5)
Fortitude: 20 (18++ Con +1, Class +1)
Reflex: 23 (18++ Dex +3, Class +2)
Will: 25 (18++ Will +4, Class +1, Force +2)
Hit Points: 72
Damage Threshold: 20
Attack: +7
Damage Bonus: +4
-Ornate club: +8 to hit, d6+6 damage, crit 20
-Sporting blaster: +10 to hit, 3d4+4 damage, crit 20, stun setting
Speed: 6 Squares
Force Points: 9
Skills and proficiencies: (level bonus +4)
(DEX) +12 Acrobatics
(DEX) +12 Initiative
(DEX) +12 Pilot
(DEX) +12 Stealth
(CON) +10 Endurance
(INT) +10 Galactic Lore
(WIS) +12 Perception
(CHA) +19 Use the Force
-Simple Weapons, Pistols, Rifles
Languages:
Basic, Binary
Notes
Human Scoundrel* Multiclass
Homeworld: Chandrila
Age: 17
Character Image
STR: 13 (+1)
DEX: 16 (+3)
CON: 13 (+1)
INT: 13 (+1)
WIS: 19 (+4)
CHA: 20 (+5)
Fortitude: 20 (18++ Con +1, Class +1)
Reflex: 23 (18++ Dex +3, Class +2)
Will: 25 (18++ Will +4, Class +1, Force +2)
Hit Points: 72
Damage Threshold: 20
Attack: +7
Damage Bonus: +4
-Ornate club: +8 to hit, d6+6 damage, crit 20
-Sporting blaster: +10 to hit, 3d4+4 damage, crit 20, stun setting
Speed: 6 Squares
Force Points: 9
Skills and proficiencies: (level bonus +4)
(DEX) +12 Acrobatics
(DEX) +12 Initiative
(DEX) +12 Pilot
(DEX) +12 Stealth
(CON) +10 Endurance
(INT) +10 Galactic Lore
(WIS) +12 Perception
(CHA) +19 Use the Force
-Simple Weapons, Pistols, Rifles
Languages:
Basic, Binary
Notes
Scout 4, Jedi 3, Scoundrel 1
Feats: Force Sensitivity, Precise Shot, Shake It Off, Melee Defense, Whirlwind Attack, Adaptable Talent(Evasion), Dual Weapon Mastery I & II, Lightsaber Training, Quick Draw, Skill Focus: Use The Force, Force Training x2
Talents: Acute Senses, Parry, Deflect, Improved Initiative, Fool's Luck, Evasion(via adaptable talent)
Force Powers: Move object, Enlighten, Rebuke, Kinectic Combat I, II & III, Mind Trick, Improved Mind Trick, Negate Energy, Cloak
Build:
0) Background - (F)Force Sensitivity, (F)Precise Shot
1) Scout - (T)Acute Senses, (Fc)Shake It Off, (F)Melee Defense, (F)Adaptable Talent(Evasion)
2) Scout - (F)Dual Weapon Mastery I
3) Jedi - (T)Block, (Fc)Lightsabre Training, Quick Draw
4) Jedi - (F)Force Training ---Move object, Enlighten, Rebuke, Mind Trick, Improved Mind Trick---
5) Jedi - (T)Deflect, (F)Skill Focus: Use The Force
6) Scout - (T)Improved Initiative, (F)Force Training ---Kinectic Combat I, II & III, Negate Energy, Cloak---
7) Scoundrel - (T)Fool's Luck, (Fc)Dual Weapon Mastery II
8) Scout - (F)Whirlwind Attack
Destiny: Education
Destiny Points: 1
Dark Side Points: 0
Kinectic two-handed Mephite strike: +13, 2d8+14 damage, 19-20 crit
Kinectic Saber Attack: +12 to hit (+10 for multiple attacks), 2d6+9 damage, 19-20 crit
Kinectic Saber Whirlwind: +12 to hit area attack, all targets within reach of all sabers, 2d6+9 damage, misses inflict half damage
-lightsabers ignore damage reduction
Feat and Talent Notes:
Dual Weapon Mastery II: Attack with two weapons at -2 to hit with each
Kinectic Combat III: Levitate up to six weapons. Fight normally (inc. feats and talents) using CHA instead of STR up to 12 squares away.
Whirlwind Attack: As a full round action make an area melee attack striking every target in reach.
Shake It Off: Spend two Swift Actions instead of three to move +1 step along the Condition Track.
Evasion(from Adaptable Talent): If you are hit by an area attack you take half damage. If the area attack misses you, you take no damage.
Uncanny Dodge(to take): You retain your Dexterity bonus to your Reflex Defense regardless of being caught flat-footed or struck by a hidden attack.
Acute Senses: May re-roll perception tests
Improved Initiative: May re-roll initiative tests
Fool's Luck: Spend a force point to gain one of the following luck bonuses for the encounter: +1 attack, +1 defense, +5 to skill checks
Block (at +4): As a reaction vs Melee attack - make a Use the Force check DC equal to opponents attack roll to negate it. Cumulative -5 penalty.
Deflect (at +4): As block vs ranged attacks.
Force Focus(to take): Regain a used force power with a DC15 check
Fringe Savant(to take): Gain a temporary fate point on a natural 20
Force Power Notes:
Using a force power requires a Use the Force test to trigger. Once used a power is unavailable until -
-1 minute of rest outside of combat
-rolling a 20 on a Use the Force check
-spending a Force Point as a reaction
-using the Force Focus talent as a DC15 check to regain one power as a full round action
Kinetic Combat III: Use the Force DC20 to initiate. Levitate up to six weapons. Fight normally (inc. feats and talents) using CHA instead of STR up to 12 squares away, prevokes attacks of opportunity, etc.
-special: maintain as a swift action(no check), move sabres as a move action(6 squares)
-force point: gain a +1 on attack rolls made with kinectic weapons
Mind Trick: Use the Force check vs Will Defense. Can use to distract(to stealth away), Feint, or make an unreasonable suggestion seem reasonable.
-improved mind trick: full round action to affect all targets in a six square area
-force point: spend on suggestion to improve targets attitude by one step, plus one for every 5 points their will defense is beaten by.
Cloak: Use the Force DC 15 to gain total concealment. Higher scores give bonuses to stealth. Can be sustained as a standard action
-special: if damaged while cloaked make a DC 15+damage taken roll to maintain cloak
Move Object: Use the Force DC 15 to move a medium object or character within 12 squares. A living resisting target must have its Will defense beaten. Object may be thrown at another for 2d6 damage
-special: for every 5 points over 15 the size goes up: large, huge, gargantuan, colossal. Damage increases 2d6 per size step.
-special: can maintain. Flying/hovering objects may resist the check with a grapple as a reaction
-force point: increase size by one step (max colossal-frigate) and damage by 2d6
-destiny point: increase size by three steps (max colossal-station) and damage by 6d6
Enlighten: Reaction/swift action make a Use the Force test to replace one attack roll, skill check, or opposed check of an ally, or replace one of their defenses until next turn. 12 square range.
Rebuke: As a Reaction make a Use the Force test against the Force test made by an attacker. If the test beats the attacker by 5 or more then the power can be reversed. The attacker may try to rebuke it themselves. A twice rebuked force power affects both characters unless a force point is used to negate it.
Negate Energy: As a Reaction make a Use the Force test against damage taken from an energy attack. If the check equals or exceeds the damage the attack is negated.
-special: spend a force point to regain hitpoints equal to the damage negated
Feats: Force Sensitivity, Precise Shot, Shake It Off, Melee Defense, Whirlwind Attack, Adaptable Talent(Evasion), Dual Weapon Mastery I & II, Lightsaber Training, Quick Draw, Skill Focus: Use The Force, Force Training x2
Talents: Acute Senses, Parry, Deflect, Improved Initiative, Fool's Luck, Evasion(via adaptable talent)
Force Powers: Move object, Enlighten, Rebuke, Kinectic Combat I, II & III, Mind Trick, Improved Mind Trick, Negate Energy, Cloak
Build:
0) Background - (F)Force Sensitivity, (F)Precise Shot
1) Scout - (T)Acute Senses, (Fc)Shake It Off, (F)Melee Defense, (F)Adaptable Talent(Evasion)
2) Scout - (F)Dual Weapon Mastery I
3) Jedi - (T)Block, (Fc)Lightsabre Training, Quick Draw
4) Jedi - (F)Force Training ---Move object, Enlighten, Rebuke, Mind Trick, Improved Mind Trick---
5) Jedi - (T)Deflect, (F)Skill Focus: Use The Force
6) Scout - (T)Improved Initiative, (F)Force Training ---Kinectic Combat I, II & III, Negate Energy, Cloak---
7) Scoundrel - (T)Fool's Luck, (Fc)Dual Weapon Mastery II
8) Scout - (F)Whirlwind Attack
Destiny: Education
Destiny Points: 1
Dark Side Points: 0
Kinectic two-handed Mephite strike: +13, 2d8+14 damage, 19-20 crit
Kinectic Saber Attack: +12 to hit (+10 for multiple attacks), 2d6+9 damage, 19-20 crit
Kinectic Saber Whirlwind: +12 to hit area attack, all targets within reach of all sabers, 2d6+9 damage, misses inflict half damage
-lightsabers ignore damage reduction
Feat and Talent Notes:
Dual Weapon Mastery II: Attack with two weapons at -2 to hit with each
Kinectic Combat III: Levitate up to six weapons. Fight normally (inc. feats and talents) using CHA instead of STR up to 12 squares away.
Whirlwind Attack: As a full round action make an area melee attack striking every target in reach.
Shake It Off: Spend two Swift Actions instead of three to move +1 step along the Condition Track.
Evasion(from Adaptable Talent): If you are hit by an area attack you take half damage. If the area attack misses you, you take no damage.
Uncanny Dodge(to take): You retain your Dexterity bonus to your Reflex Defense regardless of being caught flat-footed or struck by a hidden attack.
Acute Senses: May re-roll perception tests
Improved Initiative: May re-roll initiative tests
Fool's Luck: Spend a force point to gain one of the following luck bonuses for the encounter: +1 attack, +1 defense, +5 to skill checks
Block (at +4): As a reaction vs Melee attack - make a Use the Force check DC equal to opponents attack roll to negate it. Cumulative -5 penalty.
Deflect (at +4): As block vs ranged attacks.
Force Focus(to take): Regain a used force power with a DC15 check
Fringe Savant(to take): Gain a temporary fate point on a natural 20
Force Power Notes:
Using a force power requires a Use the Force test to trigger. Once used a power is unavailable until -
-1 minute of rest outside of combat
-rolling a 20 on a Use the Force check
-spending a Force Point as a reaction
-using the Force Focus talent as a DC15 check to regain one power as a full round action
Kinetic Combat III: Use the Force DC20 to initiate. Levitate up to six weapons. Fight normally (inc. feats and talents) using CHA instead of STR up to 12 squares away, prevokes attacks of opportunity, etc.
-special: maintain as a swift action(no check), move sabres as a move action(6 squares)
-force point: gain a +1 on attack rolls made with kinectic weapons
Mind Trick: Use the Force check vs Will Defense. Can use to distract(to stealth away), Feint, or make an unreasonable suggestion seem reasonable.
-improved mind trick: full round action to affect all targets in a six square area
-force point: spend on suggestion to improve targets attitude by one step, plus one for every 5 points their will defense is beaten by.
Cloak: Use the Force DC 15 to gain total concealment. Higher scores give bonuses to stealth. Can be sustained as a standard action
-special: if damaged while cloaked make a DC 15+damage taken roll to maintain cloak
Move Object: Use the Force DC 15 to move a medium object or character within 12 squares. A living resisting target must have its Will defense beaten. Object may be thrown at another for 2d6 damage
-special: for every 5 points over 15 the size goes up: large, huge, gargantuan, colossal. Damage increases 2d6 per size step.
-special: can maintain. Flying/hovering objects may resist the check with a grapple as a reaction
-force point: increase size by one step (max colossal-frigate) and damage by 2d6
-destiny point: increase size by three steps (max colossal-station) and damage by 6d6
Enlighten: Reaction/swift action make a Use the Force test to replace one attack roll, skill check, or opposed check of an ally, or replace one of their defenses until next turn. 12 square range.
Rebuke: As a Reaction make a Use the Force test against the Force test made by an attacker. If the test beats the attacker by 5 or more then the power can be reversed. The attacker may try to rebuke it themselves. A twice rebuked force power affects both characters unless a force point is used to negate it.
Negate Energy: As a Reaction make a Use the Force test against damage taken from an energy attack. If the check equals or exceeds the damage the attack is negated.
-special: spend a force point to regain hitpoints equal to the damage negated