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<blockquote data-quote="ValenarJaeldira" data-source="post: 3606332" data-attributes="member: 25648"><p>Shayuri, here's my idea so far: [sblock]<span style="color: Blue"><span style="font-size: 15px"><strong>Shayuri</strong></span></span></p><p></p><p><span style="color: red">Medium Female Human Noble 7/Force Adept 4</span>, CL11</p><p><strong>Destiny</strong> 1; <strong>Force Points</strong> 14</p><p><strong>Init</strong> +<span style="color: red">12</span>; <strong>Perception</strong> +<span style="color: red">17</span>; <span style="color: gray">Force Perception</span> </p><p><strong>Languages</strong> Basic, +4 others</p><p><span style="color: Blue">–––––––––––––––––––––––––</span></p><p><strong>Defense</strong> Reflex: <span style="color: red">25</span> (flat-footed <span style="color: red">23</span>); Fortitude: <span style="color: red">23</span>; Will: <span style="color: red">28</span> </p><p><strong>Hit Points</strong>: <span style="color: red">??</span> Threshold: <span style="color: red">23</span></p><p><span style="color: Blue">–––––––––––––––––––––––––</span></p><p><strong>Speed</strong> <span style="color: red">6</span> squares</p><p><strong>Base Attack Bonus</strong> +<span style="color: red">8</span>, Grp +<span style="color: red">11</span></p><p><strong>Melee</strong> punch +<span style="color: red">11</span> (1d3+8) or</p><p><strong>Melee</strong> force pike +<span style="color: red">12</span> (3d8+11) (attuned/empowered) or</p><p><strong>Ranged</strong> Blaster Pistol +<span style="color: red">10</span> (3d6+5)</p><p><strong>Atk Options</strong> <span style="color: gray">Melee Defense, Whirlwind Attack</span></p><p><strong>Special Abilities</strong> <span style="color: gray">Attune Weapon, Damage Reduction 10, Empower Weapon, Force Point Recovery x2</span></p><p><strong>The Force</strong> (Use the Force +17): <em>Battle Strike x3, Farseeing, Mind Trick x2, Surge x2</em></p><p><span style="color: blue">–––––––––––––––––––––––––</span></p><p><strong>Abilities</strong>: Str 16, Dex 14, Con 11, Int 14, Wis 16, Cha 14</p><p><strong>Talents</strong>: Attune Weapon, Damage Reduction 10, Empower Weapon, Force Perception, Foresight, Visions </p><p><strong>Feats</strong>: Force Boon, Force Sensitive, Force Training x2, Linguist, Melee Defense, Skill Focus (Use the Force), Weapon Proficiency (advanced melee weapons, pistols, simple weapons), Whirlwind Attack</p><p><strong>Skills</strong>: Deception +12, Initiative +12, Knowledge (any 2) +12, Persuasion +12, Pilot +12, Ride +12, Use Computer +12, Use the Force +17</p><p><strong>Possessions</strong>: blaster pistol, force pike, etc. </p><p><span style="color: Blue">–––––––––––––––––––––––––</span></p><p><strong>Experience</strong> 55,000</p><p></p><p>Notes: Stuff you can Use the Force to do: </p><p><strong>Basic:</strong> Go into a healing trance (DC 10), move light objects telekinetically (DC 10), search your feelings to determine if an action will have favorable/unfavorble results (DC 15), Sense disturbances in the force/other force users (DC 15), Sense you surroundings (DC 15), send telepathic messages (DC 15-30, depending on distance); </p><p><strong> Force Powers</strong> (limited/encounter): <em>Battle Strike</em> (swift action, DC 15 (next attack +1 attack, +1d6 damage), add 1d6 additional damage for each 5 you bet the DC to a max of +3d6 total damage. Spend a force point for an extra 2d6 of damage on top of that maximum); <em>Farseeing</em> (Use the Force vs Will Defense-find out if target is dead or alive, and a vague sense of immediate surroundings, what it is doing, and any strong emotions, spend a force point to get a clear mental image of it's surrounding within 6 squares); <em>Mind trick</em> (UTF vs. Will Defense: Use Stealth when being observed, feint in combat, make a suggestion seem reasonable, or fill target withf ear for 1 minute; spend a force point to improve the target's attitude by 1 step +and additional step/5 points you beat their Will Defense-only useable with suggestions); <em>Surge</em> (DC 10: +10 jump checks, +2 squares of speed; +10 to jump and +2 to squares for every 5 you beat the DC, up to a max of +30/+6; spend a Force Point to add +10 jump/+2 squares); </p><p><strong>Talent-based force abilities:</strong> Attune Weapon (full round action, +1 to attacks), Empower Weapon (full round, +1 die to damage), use the FOrce in place of perception checks, spend 1 force point to gain DR 10 for 1 minute, spend a force point to reroll an Initiative check and take the better of two rolls (if your reroll is a natural 20, this ability is free), when you use <em>farseeing</em>, you can spend a force point to see their past or future (1 year/level) instead of their present. </p><p><strong>Force Techniques</strong> (from Adept levels): recover up to two force points spent after an encounter (which means you can spend at least 2/fight w/o losing them permanently.) </p><p></p><p>Other stuff you can do: Melee defense=combat expertise. Whirlwind attack makes your combat skills look darn impressive.[/sblock]</p></blockquote><p></p>
[QUOTE="ValenarJaeldira, post: 3606332, member: 25648"] Shayuri, here's my idea so far: [sblock][COLOR=Blue][SIZE=4][B]Shayuri[/B][/SIZE][/COLOR] [color=red]Medium Female Human Noble 7/Force Adept 4[/color], CL11 [b]Destiny[/b] 1; [b]Force Points[/b] 14 [B]Init[/B] +[color=red]12[/color]; [B]Perception[/B] +[color=red]17[/color]; [color=gray]Force Perception[/color] [B]Languages[/B] Basic, +4 others [COLOR=Blue]–––––––––––––––––––––––––[/COLOR] [B]Defense[/B] Reflex: [color=red]25[/color] (flat-footed [color=red]23[/color]); Fortitude: [color=red]23[/color]; Will: [color=red]28[/color] [b]Hit Points[/b]: [color=red]??[/color] Threshold: [color=red]23[/color] [COLOR=Blue]–––––––––––––––––––––––––[/COLOR] [b]Speed[/b] [color=red]6[/color] squares [b]Base Attack Bonus[/b] +[color=red]8[/color], Grp +[color=red]11[/color] [b]Melee[/b] punch +[color=red]11[/color] (1d3+8) or [b]Melee[/b] force pike +[color=red]12[/color] (3d8+11) (attuned/empowered) or [b]Ranged[/b] Blaster Pistol +[color=red]10[/color] (3d6+5) [b]Atk Options[/b] [color=gray]Melee Defense, Whirlwind Attack[/color] [b]Special Abilities[/b] [color=gray]Attune Weapon, Damage Reduction 10, Empower Weapon, Force Point Recovery x2[/color] [b]The Force[/b] (Use the Force +17): [i]Battle Strike x3, Farseeing, Mind Trick x2, Surge x2[/i] [COLOR=blue]–––––––––––––––––––––––––[/COLOR] [b]Abilities[/b]: Str 16, Dex 14, Con 11, Int 14, Wis 16, Cha 14 [b]Talents[/b]: Attune Weapon, Damage Reduction 10, Empower Weapon, Force Perception, Foresight, Visions [b]Feats[/b]: Force Boon, Force Sensitive, Force Training x2, Linguist, Melee Defense, Skill Focus (Use the Force), Weapon Proficiency (advanced melee weapons, pistols, simple weapons), Whirlwind Attack [b]Skills[/b]: Deception +12, Initiative +12, Knowledge (any 2) +12, Persuasion +12, Pilot +12, Ride +12, Use Computer +12, Use the Force +17 [b]Possessions[/b]: blaster pistol, force pike, etc. [COLOR=Blue]–––––––––––––––––––––––––[/COLOR] [B]Experience[/B] 55,000 Notes: Stuff you can Use the Force to do: [b]Basic:[/b] Go into a healing trance (DC 10), move light objects telekinetically (DC 10), search your feelings to determine if an action will have favorable/unfavorble results (DC 15), Sense disturbances in the force/other force users (DC 15), Sense you surroundings (DC 15), send telepathic messages (DC 15-30, depending on distance); [b] Force Powers[/b] (limited/encounter): [i]Battle Strike[/i] (swift action, DC 15 (next attack +1 attack, +1d6 damage), add 1d6 additional damage for each 5 you bet the DC to a max of +3d6 total damage. Spend a force point for an extra 2d6 of damage on top of that maximum); [i]Farseeing[/i] (Use the Force vs Will Defense-find out if target is dead or alive, and a vague sense of immediate surroundings, what it is doing, and any strong emotions, spend a force point to get a clear mental image of it's surrounding within 6 squares); [i]Mind trick[/i] (UTF vs. Will Defense: Use Stealth when being observed, feint in combat, make a suggestion seem reasonable, or fill target withf ear for 1 minute; spend a force point to improve the target's attitude by 1 step +and additional step/5 points you beat their Will Defense-only useable with suggestions); [i]Surge[/i] (DC 10: +10 jump checks, +2 squares of speed; +10 to jump and +2 to squares for every 5 you beat the DC, up to a max of +30/+6; spend a Force Point to add +10 jump/+2 squares); [b]Talent-based force abilities:[/b] Attune Weapon (full round action, +1 to attacks), Empower Weapon (full round, +1 die to damage), use the FOrce in place of perception checks, spend 1 force point to gain DR 10 for 1 minute, spend a force point to reroll an Initiative check and take the better of two rolls (if your reroll is a natural 20, this ability is free), when you use [i]farseeing[/i], you can spend a force point to see their past or future (1 year/level) instead of their present. [b]Force Techniques[/b] (from Adept levels): recover up to two force points spent after an encounter (which means you can spend at least 2/fight w/o losing them permanently.) Other stuff you can do: Melee defense=combat expertise. Whirlwind attack makes your combat skills look darn impressive.[/sblock] [/QUOTE]
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