====== Daye Helranth ====== Daye Helranth, House Organa. Jedi Guardian (3), Jedi Healer (1) ===== Abilities ===== * Str: 12 (+1) * Dex: 16 (+3) [15(base) +1(lvl)] * Con: 14 (+2) * Int: 10 (+0) * Wis: 15 (+2) * Cha: 10 (+0) ===== Defenses ===== * Defence: 19 = 10 +3(dex) +5(defense) -2(multi-class) +3(lightsaber) * Fort: 6 = +4(base) +2(con) * Ref: 7 = +4(base) +3(dex) * Will: 8 = +6(base) +2(wis) * Vitality points: 33/40 = 26(JG) +6(JH) +8(con) * Wound points: 14 ===== Attack ===== * BAB: +3 * Lightsaber: +5[+3(base) +1(feat) +1(str)] 19-20/2d8 +1(str) +1(lightsaber), energy ===== Skills ===== Skill points: 20/22 = 12(JG) +6(JH) +4(Human) * Treat injury: 6 = +1(ranks) +3(class) +2(wis) Force points: 5 Force skills: * Telepathy: 8 = +3(ranks) +3(class) +2(wis) * Heal self: 6 = +3(ranks) +3(class) +0(cha) * Heal other: 6 = +1(ranks) +3(class) +2(wis) * Enhance senses: 8 = +3(ranks) +3(class) +2(wis) * Illusion: 6 = 3(ranks) +3(class) +0(cha) * See force: 8 = 3(ranks) +3(class) +2(wis) * Farseeing: 8 = 3(ranks) +3(class) +2(wis) ===== Feats ===== * Force sensitive: Become aware of the force. DC 20 to avoid being surprised (and act in the surprise round). Gain one bonus force point. Removes force point limit. * Weapon Group Proficiency (primitive) * Weapon Group Proficiency (simple) * Weapon Group Proficiency (blaster) * Exotic Weapon Proficiency (light saber) * Force training (1): Alter: Gain access to alter-based force skills. * Force training (2): Control: Gain access to control-based force skills. * Force training (3): Sense: Gain access to sense-based force skills. * Dissipate energy (force, control): Fort DC 10 + damage: Take no damage; gain 1 vitality point per 2 wound damage I would have taken. * Lightsaber defence (force, control): +2 dodge bonus to defence * Weapon focus (light saber): gain +1 to all rolls with selected weapon * Force mind: Give +2 bonus to each target, and costs 4 vitality points plus 1 vitality point per target. ==== Special abilities ==== * Deflect: +1 dodge bonus to defense, when carying an active light saber * Deflect: -4 to attack when deflecting blaster shots ===== Equipment ===== Starting rc: 2825 Lightsaber (3000 rc): 2d8E/19-20 \\ All temperature cloak (100 rc): +2 Fort against weather and severe environment \\ Medical kit (25): \\ Medpac (3x100 rc): \\ Chronometer (50 rc): Holds chrono-information for 1000 worlds, and has a sound and vibro alarm that can be set.\\ Distress beacon (200 rc): Sends an emergency signal out through an entire system, and can last for up to 10 years. \\ Glow rod (2x10 rc): Light up to 10 meters \\ ===== Progression ===== ^Level ^Class (lvl) ^BAB ^Fort ^Will ^Reflex ^Special ^Defense bonus ^Reputation bonus | |1 |Jedi Guardian (1) |+1 |+4 |+4 |+4 |Force training (1), deflect (defense +1) |+3 |+1 | |2 |Jedi Guardian (2) |+2 |+4 |+4 |+4 |Bonus feat |+3 |+1 | |3 |Jedi Guardian (3) |+3 |+4 |+4 |+4 |Force training (2), deflect (attack -4) |+4 |+1 | |4 |Jedi Healer (1) |+3 |+3 |+4 |+6 |Control, healing |+5 |+2 |