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Knights of the Old Republic - RG
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<blockquote data-quote="Brother Allard" data-source="post: 3597794" data-attributes="member: 49563"><p><span style="color: sienna"><span style="font-size: 15px"><strong>Jarec Noscondra, Jedi Guardian</strong></span></span></p><p></p><p>Jarec was a Republic soldier stationed on a backwater world in the Outer Rim. It was a lackluster assignment which completely failed to satisfy his dreams of glory and adventure. Until the Mandalorians attacked. Unprepared and undermanned, the Republic force was instantly overwhelmed and Jarec - badly wounded - would prove to be one of the few survivors. He managed to retreat to a nearby settlement where he was hidden by the brave farmers and kept alive, if only barely. The Mandalorians held the outpost for a brief time until word came of the imminent arrival of a delegation of Jedi. Rather than face the order, they retreated, and when the delegation arrived they found little but smoldering ruins and a contingent of locals with a small piece of news. The Jedi removed Jarec from the planet, treating his injuries aboard the starship, and gathering what information from him they could about the Mandalorians. The force was strong with him, and when he finally appealed to them to let him join them, they agreed.</p><p></p><p>Jarec had thought his outfit in the Republic military was an exemplar of fitness and ability, but they had been like children when faced with the Mandalorians. That the Mandalorians had then fled at the news of the Jedi's arrival left a strong impression. Jarec does not ever wish to find himself in a position of such weakness again. His obsession with readiness and martial prowess is a matter of some concern for Master Sunrider, and she has been working to teach him the value of patience and inner peace. He has proved rather less adept at these lessons than in his lightsaber training.</p><p></p><p>The Jedi were able to nurse Jarec back to his former strength, but he has refused to allow the removal of his scars. He bears them as a reminder to himself. The most impressive of these runs from the left corner of his mouth to the base of his left ear, a substantial portion of which is still missing.</p><p></p><p><strong>Medium Human Male Soldier 2/Jedi 4, CL6</strong></p><p><strong>Destiny</strong> 1; <strong>Force Points</strong> 8</p><p><strong>Init</strong> +10; <strong>Perception</strong> +5; <strong>Use the Force</strong>: +13 </p><p><strong>Languages</strong> Basic</p><p><span style="color: Blue">–––––––––––––––––––––––––</span></p><p><strong>Defense</strong> Reflex: 19 (flat-footed 17); Fortitude: 20; Will: 19; <span style="color: gray">Block, Deflect </span> </p><p><strong>Hit Points</strong>: <a href="http://invisiblecastle.com/find.py?id=1113417" target="_blank">61</a> <span style="color: gray">(42 +5d10)</span> Threshold: 20</p><p><span style="color: gray">Tough as Nails, can take one extra Second Wind per day</span></p><p><span style="color: Blue">–––––––––––––––––––––––––</span></p><p><strong>Speed</strong> 6 squares</p><p><strong>Base Attack Bonus</strong> +6, <strong>Grp</strong> +9</p><p><strong>Melee</strong> Lightsaber +10 (dmg 2d8+6) </p><p><span style="color: gray">Double Attack +5/+5 melee attack with Lightsaber</span></p><p> <strong>Ranged</strong> +8</p><p><strong>Atk Options</strong> Double Attack, Power Attack</p><p><strong>Special Abilities</strong> +1 Reflex Defense with activated lightsaber (lightsaber defense)</p><p><strong>Force Powers Known</strong> (Use the Force +13): Battle Strike, Negate Energy, Surge</p><p><strong>Force Secrets</strong>: none</p><p><strong>Force Techniques</strong>: none </p><p><span style="color: blue">–––––––––––––––––––––––––</span></p><p><strong>Abilities</strong>: Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 11</p><p><strong>Talents</strong> [3]: Deflect, Lightsaber Defense, Tough as Nails </p><p><strong>Feats</strong> [7]: Armor Proficiency (light, medium), Double Attack, Cleave, Force Training, Power Attack, Skill Focus (Use the Force), Skill Training (Use the Force), Weapon Focus (lightsaber), Weapon Proficiency (lightsaber, pistol, rifle, simple) </p><p><strong>Skills</strong> [4]: Acrobatics (+10), Initiative (+10), Jump (+11), Treat Injury (+10), Use the Force (+13)</p><p><strong> Possessions</strong>: Lightsaber, Jedi Robes, Utility Belt (3 days of rations, medpack, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser with grappling hook)</p><p></p><p></p><p></p><p></p><p>[SBLOCK=Notes]Use the Force Skill allows you to do the following…</p><p>• Force Trance (DC10) full-round action, fully aware of surround. Each hour in trance you regain hit points equal to your level. If you remain for 4 hours you are fully rested (as if 8 hours of sleep). It is a Swift action to come out of the trance.</p><p>• Move Light Objects (DC10) as a Move action, objects up to 5kg within 6 squares (each square is about 1.5 meters). As an attack, Standard action vs. opponents Ref Defense, damage is 1d6</p><p>• Search Your Feelings (DC15) Full-round action, give you a basic idea if your action is favorable or not. </p><p>• Sense Force (DC automatic, plus) </p><p>• Sense Surroundings (DC15) as a Swift action, Use the Force check to ignore the affects of cover or concealment when making a Perception check to detect or observe objects. DC +5 if object under total cover. </p><p>• Telepathy (Will Defense if unwilling, willing DC10 + depending on how far away they are) as a Standard action can establish a telepathic link with another creature to exchange a single thought or emotion (“Danger”, “Help”, “Go”, etc)</p><p>You can take 10 on Use the Force but you cannot take 20</p><p></p><p>Force Powers Known: note that Force Powers can only be used once each per encounters, unless 1 of the following happens – (1) combat is over and you have about a minute to rest and you regain the use of all powers. (2) you roll a natural 20 on the Use the Force skill check, you regain all used Force Powers at the end of your turn. (3) you spend a Force Point as a Reaction and immediately regain the use of one of your powers of choice. (4) some unique ability or talent (none for you yet).</p><p>• Battle Strike – Time: Swift action. Target: You. Use the Force skill Check: DC15: Gain +1 force bonus on your next attack and deal 1d6 extra damage. DC20: as DC15 but deal 2d6 extra damage. DC25: as DC15 but deal 1d6 extra damage. Special: If you spend a Force Point you deal an additional 2d6 damage on your next attack roll when you use this power.</p><p>• Negate Energy – Time: Reaction (but you must be aware of the attack and not flat-footed). Target: one attack directed at you that deals energy damage. Use the Force skill Check: If the check equals or exceeds the damage dealt by the energy weapon, the attack is negated and you take you damage. Special: if you succeed your skill you, you can spend a Force Point and regain a number of hit points equal to the damage of the negated attack, up to your maximum hit point score. </p><p>• Surge – Time: Swift action. Target: You. Use the Force skill Check: DC10: you gain +10 force bonus to jump checks and your speed increases by 2 squares until the start of your next turn. DC15: you gain +20 force bonus to jump checks and your speed increases by 4 squares until the start of your next turn. DC20: you gain +30 force bonus to jump checks and your speed increases by 6 squares until the start of your next turn. Special: you can spend a Force Point to gain an additional +10 to your Jump checks and 2 additional squares of movement. </p><p>Talents [3]: </p><p>• Deflect – as a Reaction (no time) allows you to make a Use the Force skill roll vs. a ranged attack that succeeds in hitting you. Each addition time it is used in a round there is a cumulative -5 to your skill roll. Must be aware of the attack </p><p>• Lightsaber Defense – grants you +1 to Reflex Defense when you have an activated Lightsaber in your hands</p><p>• Tough as Nails – allows you to use Second Wind twice in one day</p><p>Feats [7]:</p><p>• Armor Proficiency (light, medium) – free for solider class, can you the armor or class bonus to Ref defense. </p><p>• Dual Weapon Master I – allows you to wield two weapons and attack twice in one round. Each attack is at -5 to your attack roll with the weapons. Damage is the same for both weapons</p><p>• Cleave – as in the base D20, if you drop a foe you can attack an adjacent target that round</p><p>• Force Sensitivity – I forgot this one on your Character Sheet, gained it for free. </p><p>• Force Training – you gain 1 + your Wisdom modifier (min 1) in Force Powers each time you take this feat</p><p>• Power Attack – lower your base attack by up to -5 to gain a +5 to damage</p><p>• Skill Focus (Use the Force) – grants you +5 to one skill</p><p>• Skill Training (Use the Force) – grants you the Trained bonus (+5) and ability to use the skill fully (many skills have basic uses and advanced uses that you have to be trained with the skill in order to use it)</p><p>• Weapon Focus (lightsaber) – as base D20, grants you +1 attack bonus with one weapon. Also allows you to specialize with a lightsaber with a Talent if you want</p><p>• Weapon Proficiency (lightsaber, pistol, rifle, simple) – free for soldier class and 1 free when you multiclass to Jedi (lightsaber)</p><p>Skills [4]: 3 starting skills for being a soldier +1 for Human and +1 for skill training feat. Skills are determined a bit weird – your roll for all Skills is ½ your level (round down) + the skills’ attribute. If you are trained with a skill you get +5 to your roll. If you take the Skill Focus Feat you get +5 to the skill roll (So your <strong>Use the Force</strong> is 3 + your Charisma Modifier +5 for Trained and +5 for Skill Focus)</p><p>• Acrobatics [DEX] (+10) as base d20, used for Tumbling and Balance checks</p><p>• Initiative [DEX] (+10) used to determine your initiative in combat and also when someone tries to Deceive you to catch you flat-footed (aka Bluff from base D20)</p><p>• Jump [STR] (+11) how high or far you can jump</p><p>• Treat Injury [WIS] (+10) used to treat injured, not only to stabilize but to heal some hit points back and to remove conditional modifiers</p><p>• Use the Force [CHA] (+13) explained above[/SBLOCK]</p></blockquote><p></p>
[QUOTE="Brother Allard, post: 3597794, member: 49563"] [COLOR=sienna][SIZE=4][B]Jarec Noscondra, Jedi Guardian[/B][/SIZE][/COLOR] Jarec was a Republic soldier stationed on a backwater world in the Outer Rim. It was a lackluster assignment which completely failed to satisfy his dreams of glory and adventure. Until the Mandalorians attacked. Unprepared and undermanned, the Republic force was instantly overwhelmed and Jarec - badly wounded - would prove to be one of the few survivors. He managed to retreat to a nearby settlement where he was hidden by the brave farmers and kept alive, if only barely. The Mandalorians held the outpost for a brief time until word came of the imminent arrival of a delegation of Jedi. Rather than face the order, they retreated, and when the delegation arrived they found little but smoldering ruins and a contingent of locals with a small piece of news. The Jedi removed Jarec from the planet, treating his injuries aboard the starship, and gathering what information from him they could about the Mandalorians. The force was strong with him, and when he finally appealed to them to let him join them, they agreed. Jarec had thought his outfit in the Republic military was an exemplar of fitness and ability, but they had been like children when faced with the Mandalorians. That the Mandalorians had then fled at the news of the Jedi's arrival left a strong impression. Jarec does not ever wish to find himself in a position of such weakness again. His obsession with readiness and martial prowess is a matter of some concern for Master Sunrider, and she has been working to teach him the value of patience and inner peace. He has proved rather less adept at these lessons than in his lightsaber training. The Jedi were able to nurse Jarec back to his former strength, but he has refused to allow the removal of his scars. He bears them as a reminder to himself. The most impressive of these runs from the left corner of his mouth to the base of his left ear, a substantial portion of which is still missing. [B]Medium Human Male Soldier 2/Jedi 4, CL6[/B] [b]Destiny[/b] 1; [b]Force Points[/b] 8 [B]Init[/B] +10; [B]Perception[/B] +5; [b]Use the Force[/b]: +13 [B]Languages[/B] Basic [COLOR=Blue]–––––––––––––––––––––––––[/COLOR] [B]Defense[/B] Reflex: 19 (flat-footed 17); Fortitude: 20; Will: 19; [color=gray]Block, Deflect [/color] [b]Hit Points[/b]: [url=http://invisiblecastle.com/find.py?id=1113417]61[/url] [color=gray](42 +5d10)[/color] Threshold: 20 [color=gray]Tough as Nails, can take one extra Second Wind per day[/color] [COLOR=Blue]–––––––––––––––––––––––––[/COLOR] [b]Speed[/b] 6 squares [b]Base Attack Bonus[/b] +6, [b]Grp[/b] +9 [b]Melee[/b] Lightsaber +10 (dmg 2d8+6) [color=gray]Double Attack +5/+5 melee attack with Lightsaber[/color] [b]Ranged[/b] +8 [b]Atk Options[/b] Double Attack, Power Attack [b]Special Abilities[/b] +1 Reflex Defense with activated lightsaber (lightsaber defense) [b]Force Powers Known[/b] (Use the Force +13): Battle Strike, Negate Energy, Surge [b]Force Secrets[/b]: none [b]Force Techniques[/b]: none [COLOR=blue]–––––––––––––––––––––––––[/COLOR] [b]Abilities[/b]: Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 11 [b]Talents[/b] [3]: Deflect, Lightsaber Defense, Tough as Nails [b]Feats[/b] [7]: Armor Proficiency (light, medium), Double Attack, Cleave, Force Training, Power Attack, Skill Focus (Use the Force), Skill Training (Use the Force), Weapon Focus (lightsaber), Weapon Proficiency (lightsaber, pistol, rifle, simple) [b]Skills[/b] [4]: Acrobatics (+10), Initiative (+10), Jump (+11), Treat Injury (+10), Use the Force (+13) [b] Possessions[/b]: Lightsaber, Jedi Robes, Utility Belt (3 days of rations, medpack, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser with grappling hook) [SBLOCK=Notes]Use the Force Skill allows you to do the following… • Force Trance (DC10) full-round action, fully aware of surround. Each hour in trance you regain hit points equal to your level. If you remain for 4 hours you are fully rested (as if 8 hours of sleep). It is a Swift action to come out of the trance. • Move Light Objects (DC10) as a Move action, objects up to 5kg within 6 squares (each square is about 1.5 meters). As an attack, Standard action vs. opponents Ref Defense, damage is 1d6 • Search Your Feelings (DC15) Full-round action, give you a basic idea if your action is favorable or not. • Sense Force (DC automatic, plus) • Sense Surroundings (DC15) as a Swift action, Use the Force check to ignore the affects of cover or concealment when making a Perception check to detect or observe objects. DC +5 if object under total cover. • Telepathy (Will Defense if unwilling, willing DC10 + depending on how far away they are) as a Standard action can establish a telepathic link with another creature to exchange a single thought or emotion (“Danger”, “Help”, “Go”, etc) You can take 10 on Use the Force but you cannot take 20 Force Powers Known: note that Force Powers can only be used once each per encounters, unless 1 of the following happens – (1) combat is over and you have about a minute to rest and you regain the use of all powers. (2) you roll a natural 20 on the Use the Force skill check, you regain all used Force Powers at the end of your turn. (3) you spend a Force Point as a Reaction and immediately regain the use of one of your powers of choice. (4) some unique ability or talent (none for you yet). • Battle Strike – Time: Swift action. Target: You. Use the Force skill Check: DC15: Gain +1 force bonus on your next attack and deal 1d6 extra damage. DC20: as DC15 but deal 2d6 extra damage. DC25: as DC15 but deal 1d6 extra damage. Special: If you spend a Force Point you deal an additional 2d6 damage on your next attack roll when you use this power. • Negate Energy – Time: Reaction (but you must be aware of the attack and not flat-footed). Target: one attack directed at you that deals energy damage. Use the Force skill Check: If the check equals or exceeds the damage dealt by the energy weapon, the attack is negated and you take you damage. Special: if you succeed your skill you, you can spend a Force Point and regain a number of hit points equal to the damage of the negated attack, up to your maximum hit point score. • Surge – Time: Swift action. Target: You. Use the Force skill Check: DC10: you gain +10 force bonus to jump checks and your speed increases by 2 squares until the start of your next turn. DC15: you gain +20 force bonus to jump checks and your speed increases by 4 squares until the start of your next turn. DC20: you gain +30 force bonus to jump checks and your speed increases by 6 squares until the start of your next turn. Special: you can spend a Force Point to gain an additional +10 to your Jump checks and 2 additional squares of movement. Talents [3]: • Deflect – as a Reaction (no time) allows you to make a Use the Force skill roll vs. a ranged attack that succeeds in hitting you. Each addition time it is used in a round there is a cumulative -5 to your skill roll. Must be aware of the attack • Lightsaber Defense – grants you +1 to Reflex Defense when you have an activated Lightsaber in your hands • Tough as Nails – allows you to use Second Wind twice in one day Feats [7]: • Armor Proficiency (light, medium) – free for solider class, can you the armor or class bonus to Ref defense. • Dual Weapon Master I – allows you to wield two weapons and attack twice in one round. Each attack is at -5 to your attack roll with the weapons. Damage is the same for both weapons • Cleave – as in the base D20, if you drop a foe you can attack an adjacent target that round • Force Sensitivity – I forgot this one on your Character Sheet, gained it for free. • Force Training – you gain 1 + your Wisdom modifier (min 1) in Force Powers each time you take this feat • Power Attack – lower your base attack by up to -5 to gain a +5 to damage • Skill Focus (Use the Force) – grants you +5 to one skill • Skill Training (Use the Force) – grants you the Trained bonus (+5) and ability to use the skill fully (many skills have basic uses and advanced uses that you have to be trained with the skill in order to use it) • Weapon Focus (lightsaber) – as base D20, grants you +1 attack bonus with one weapon. Also allows you to specialize with a lightsaber with a Talent if you want • Weapon Proficiency (lightsaber, pistol, rifle, simple) – free for soldier class and 1 free when you multiclass to Jedi (lightsaber) Skills [4]: 3 starting skills for being a soldier +1 for Human and +1 for skill training feat. Skills are determined a bit weird – your roll for all Skills is ½ your level (round down) + the skills’ attribute. If you are trained with a skill you get +5 to your roll. If you take the Skill Focus Feat you get +5 to the skill roll (So your [b]Use the Force[/b] is 3 + your Charisma Modifier +5 for Trained and +5 for Skill Focus) • Acrobatics [DEX] (+10) as base d20, used for Tumbling and Balance checks • Initiative [DEX] (+10) used to determine your initiative in combat and also when someone tries to Deceive you to catch you flat-footed (aka Bluff from base D20) • Jump [STR] (+11) how high or far you can jump • Treat Injury [WIS] (+10) used to treat injured, not only to stabilize but to heal some hit points back and to remove conditional modifiers • Use the Force [CHA] (+13) explained above[/SBLOCK] [/QUOTE]
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