Name: Rallra
Class Jedi 1
Destiny: Destruction
Species: Wookie
Age: 19
Gender: Male
Height: 7’1”
Eyes: A dark blue with brown hints in them
Appearance:
Stats:
Dark Side 0
Destiny Points 1
Force Points 5
Strength 20 +5
Dexterity 14 +2
Constitution 14 +2
Intelligence 8 -1
Wisdom 16 +3
Charisma 12 +1
Hit Points 32
Defenses: Base Class Stat Misc. Total
Fortitude: 11 +1 +2 +0 =14
Reflex: 11 +1 +2 +0 =14
Will 11 +1 +3 +0 =15
Base Attack: +1
Melee: d20+6
Ranged: d20+3
Attacks:
Light Saber (1 Blue, 1 Red)
Attack Roll d20+6
Damage Roll 2d8+10
or, dual wielding:
Attack rolls d20-4 twice.
Damage Roll 2d8+5
Feats:
Force Sensitive
Force Training
Weapon Proficiency: Light Sabers
Weapon Proficiency: Simple Weapons
Force Power Suite: (Each power in the suite may be used once per encounter.)
FORCE LIGHTNING [DARK SIDE]
You blast an enemy with deadly arcs of Force energy.
Time: Standard action.
Targets: One target in line of sight and within 6 squares of you.
Make a Use the Force check. Make one roll and compare the result to the target's Reflex Defense. If the attack hits, the target takes 8d6 points of Force damage and moves -1 step along the condition track (see Conditions, page 148). If the attack misses, the target takes half damage and does not move along the condition track.
Special: You can spend a Force Point to move a target an additional -1 step along the condition track when you successfully hit it with Force lightning.
FORCE SLAM
You pound one or more creatures with the Force.
Time: Standard action.
Targets: All targets within a 6-square cone and within line of sight.
Make a Use the Force check. Make one roll and compare the result to each target's Fortitude Defense. If the result equals or exceeds a target's Fortitude Defense, it takes 4d6 points of Force damage and is knocked prone. If the result is less than a target's Fortitude Defense, it takes half damage and is not knocked prone. Targets larger than Medium add a size modifier to Fortitude Defense against this power: Colossal +50, Gargantuan +20, Huge +10, Large +5. This is an area effect.
Special: When you use this power, you can spend a Force Point to deal an additional 2d6 points of damage to targets in the area.
MOVE OBJECT
You telekinetically move a target up to 6 squares in any direction using the Force.
Time: Standard action.
Target: One character or object within 6 squares or within your line of sight.
Make a Use the Force check. The result of the check determines the maximum size of the target you can lift (see below). If the target is a creature that resists your attempt, your Use the Force check must also exceed the target's Will Defense. You can hurl the target at (or drop it on) another target in range if your Use the Force check exceeds the second target's Reflex Defense. Both targets take damage determined by your Use the Force check result.
DC 15: Move object up to Medium size (deals 2d6 points of damage)
DC 20: Move object up to Large size (deals 4d6 points of damage)
DC 25: Move object up to Huge size (deals 6d6 points of damage)
DC30: Move object up to Gargantuan size (deals 8d6 points of damage)
DC 35: Move object up to Colossal size (deals 10d6 points of damage)
Special: You may maintain your concentration on the targeted object to continue to move it from round to round. Maintaining the move object power is a standard action.
If you use move object against a hovering or flying target (such as a speeder or starship)' the target can oppose your Use the Force check with a grapple check as a reaction. If the target wins the opposed check, you are unable to move the target.
You may spend a Force Point to increase the maximum size of the object by one category and deal an additional 2d6 points of damage (maximum size Colossal [frigate]. 12d6 damage). Alternatively, you may spend a Destiny Point (see page 112) to increase the maximum size of the object by three categories and deal an additional 6d6 points of damage (maximum size Colossal [station]. 16d6 damage).
VITAL TRANSFER [LIGHT SIDE]
You use your own life force to heal another living creature, using the Force as a conduit.
Time: Standard action.
Target: One creature touched.
Make a Use the Force check. The result of the check determines the
effect, if any:
DC 15: The target heals hit points equal to 2 x its character level.
DC 20: The target heals hit points equal to 3 x its character level.
DC 25: The target heals hit points equal to 4 x its character level.
Each time you use vital transfer, you take half as much damage as you heal (rounded down).
Special: You may spend a Force Point to avoid taking any damage when you use this Force power. You may spend a Destiny Point (see page 112) to move the target +5 steps on the condition track in addition to healing it normally.
Languages: Basic (Understand only, cannot speak), Shyriiwook
Skills:
Initiative 0 +0 +2 +0 +0 =d20+2
Perception 0 +0 +3 +0 +0 =d20+3
Use the Force 0 +5 +1 +0 +0 =d20+6
Species
Extraordinary Recuperation: A Wookiee regains hit points at double the normal rate (see Natural Healing, page 148).
Rage: Once per day, a Wookiee can fly into a rage as a swift action. While raging, the Wookiee temporarily gains a +2 rage bonus on melee attack rolls and melee damage rolls but cannot use skills that require patience and concentration, such as Mechanics, Stealth, or Use the Force.
A fit of rage lasts for a number of rounds equal to 5 + the Wookiee's Constitution modifier. At the end of its rage, a Wookiee moves -1 persistent step along the condition track (see Conditions, page 148). The penalties imposed by this condition persist until the Wookiee takes at least 10 minutes to recuperate, during which time the Wookiee can't engage in any strenuous activity.
Weapon Familiarity: Wookiees with the Weapon Proficiency (rifles) feat are proficient with the bowcaster.
Skills: Wookiees are great climbers and may choose to take 10 on Climb checks even when distracted or threatened. Known to pull the ears off gundarks, they may choose to reroll any Persuasion check made to intimidate others, but the result of the reroll must be accepted even if it is worse.
Talents:
Control Talent Tree
Damage Reduction 10: You can spend a Force Point as a standard action to gain damage reduction 10 for 1 minute (see Damage Reduction, page 158).
Credit Chip: 525
Gear:
All Temperature Cloak
Bandoleer
Com Link
Data Pad, Basic
Energy Cell
Food Capsules x3
Fusion Lantern
Glow Rod
Liquid Cable Dispenser with small grappling hook.
Med Pack
Power Pack
Vox-Box: A vox-box is a simple audio playback unit with 12 pre programmed phrases in Basic ("Yes." "No." "Maybe." "Greetings." "Go away." "How much?" "Please take me to someone with authority." "I understand." "I need assistance." "I can help you." "I mean no harm." "I am hungry."), each with its own button. These devices are useful to races that understand Basic but can't speak it (such as Gamorreans and Wookiees). Devices that speak these phrases in other languages also exist.
Altering one or more of a vox-box's preprogrammed phrases requires a DC 10 Use Computer check.
Basic history:
The Jedi discovred Ralrra's potential when he was just 9 years old and got his and his family's permission to take him to the Jedi temple as an aprentice.
Like many wookies, Rallra was a berserker, and could fly into a fighting frenzy when needed. This felt natural too him. When his teachers warned that such fighting was a path to the Dark Side, it made Ralrra wonder if perhaps the Dark Side wasn't something one could find power in if they were careful. Private meditations lead him to suspect that he could do something very powerful if he tapped into his pain.
It was only last week--when the Sith lead an assualt on the Jedi Temple that Ralrra finaly unleashed that power. As he and the Jedi Knight Amon Rhal fled towards a waiting ship, they were assualted by a powerfully built Zabrack with Sith tatoos leading a dozen soldiers. After a few minutes of furious battle, only Ralrra and the sith still stood on that field, and when the young wookie saw the teacher he'd respected most falling off of the blood red blade, Ralrra unleashed all his pain and rage int he form of blue--white lighting which destroyed the sith.
Taking the Sith light saber, Ralrra made it to the Jedi shuttle and escaped.