Daye Helranth
Daye Helranth, House Organa.
Jedi Guardian (3), Jedi Healer (1)
Abilities
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
Skills
Skill points: 20/22 = 12(JG) +6(JH) +4(Human)
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 (3×100 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 (2×10 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 |