Dao Jodh by Kaleladin

Seer, Magus, Alchemist
Force and Destiny

Threshold 16
Current 0
Threshold 19
Current 0
Ranged 0
Melee 0

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Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 0
Charm (Pr) X 0
Coercion (Will) X 1
Computers (Int) 0
Cool (Pr) 0
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 2
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) X 0
Negotiation (Pr) 0
Perception (Cun) X 1
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) X 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) X 2
Vigilance (Will) X 1
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) 1
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) X 0
Knowledge: Lore (Int) X 2
Knowledge: Outer Rim (Int) X 1
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) X 0


Walking Stick
Blaster pistol
Ranged: Light
Starkiller's Lightsaber
Breach 1, Burn 1, Sunder


Weapons & Armor

Walking stick
Heavy clothes
Blaster pistol
Starkiller's lightsaber

Personal Gear

6 stimpacks
Ancient Scrolls

Assets & Resources

Critical Injuries & Conditions


Name Rank Book & Page Description
Fearsome Countenance 1 FDCR Zabrak add automatic Advantage to all Coercion checks they make.
Uncanny Reactions 2 FDCR 83 Add 1 Boost die per rank of Uncanny Reactions to all Vigilance checks.
Keen Eyed 1 FDCR 83 Remove 1 Setback die per rank of Keen Eyed from Perception and Vigilance checks. Decrease time to search a specific area by half.
Grit 4 FDCR 83 (2); Unlimited Power 27 (2) Gain +1 strain threshold.
Forewarning 1 FDCR 83 Perform the Forewarning action. All allies within medium range increase defense by character’s Force rating until they act in the encounter.
Sense Danger 1 FDCR 83 Once per session, remove 2 Setback die from any 1 check.
Force Rating 2 FDCR 83 Gain +1 Force rating.
The Force is My Ally 1 FDCR 83 Once per session, may suffer 2 strain to perform Force power action as maneuver.
Natural Mystic 1 FDCR 83 Once per session, may reroll any 1 Force power check.
Rapid Reaction 1 FDCR 83 Suffer a number of strain to add an equal number of Successes to Initiative checks. Strain suffered cannot exceed ranks in Rapid Reaction
Healing Trance 2 Unlimited Power 29 Commit 1 Force Die. For every full encounter 1 FD remains committed, heal 1 wound per rank of Healing Trance.
Toughened 2 Unlimited Power 29 Gain +2 wound threshold.
Confidence 2 Unlimited Power 29 May decrease difficulty of Fear checks by 1 per rank of Confidence.
Resolve 2 Unlimited Power 29 When involuntarily suffering strain, suffer 1 less strain per rank of Resolve, to a minimum of 1.
Stimpack Specialization 2 Unlimited Power 27 Stimpacks heal 1 additional wound per rank of Stimpack Specialization.
Stim Application 1 Unlimited Power 27 Take the Stim Application action; make an Average Medicine check. If successful, 1 engaged ally increases 1 characteristic by 1 for the remainder of the encounter and suffers 4 strain.
Alchemical Arts 2 Unlimited Power 27 After making a check to craft a potion or talisman, may suffer strain up to twice ranks in Alchemical Arts. For every two strain, add 1 light side FP or 1 dark side FP to results.
Transmogrify 1 Unlimited Power 27 When making a crafting check, may add Force die no greater than Force rating. Spend FP to add an equal number of Success and spend 2 FP to add 1 Advantage to check.
Channel Agony 1 Unlimited Power 29 After rolling FD, may suffer wounds up to twice ranks in Channel Agony to add automatic 1 dark side FP for every two wounds suffered to the results.
Secret Lore 2 Unlimited Power 29 Remove 1 Setback die per rank of Secret Lore from all Knowledge (Lore) checks. Reduce the difficulty of all Knowledge (Lore) checks by 1.
Improved Healing Trance 1 Unlimited Power 29 When healing wounds due to Healing Trance, make a Resilience check to heal a Critical Injury. Difficulty of the check equals severity of the Critical Injury.

Force Powers

Force Rating
You can sense the Force interacting the world around you.
Spend 1 FP to sense all living things within short range.
Spend 1 FP to sense current emotional state of 1 engaged being.
Upgrade Effect
Duration Sense’s ongoing effects may be triggered one additional time per round.
Control Ongoing Effect: Commit 1 Force die. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
Strength When using Sense's ongoing effects, upgrade the pool twice, instead of once.
Control Effect: Spend FP to sense the current thoughts of one living target with whom he is engaged.
Range 1 Spend FP to increase power's range by a number of range bands equal to Range upgrades purchased.
Control Ongoing effect: Commit 1 Force die. Once per round, when the Force user makes
a combat check, he upgrades the ability of that check once.
Magnitude 1 Spend FP to increase number of targets affected by power equal to Magnitude upgrades purchased.
You can move small objects slowly with the Force.
Spend 1 FP to move an object about the size of a backpack or smaller from within short range of you to within short range of you.
Upgrade Effect
The Force user can feel the Force flowing around everything, seeing what is and what will be.
The user may spend 1 FP to gain vague hints of events to come, up to a day into his own, personal future.
Upgrade Effect
Control 1 When making a skill check to determine Initiative, the user may roll a Foresee power check as part of the pool. He may spend FP to gain Successes on the check.
Strength 1 Spend 1 FP to pick out specific details equal to Strength upgrades purchased.
Jerserra's Influence
The Force user can project terrifying visions onto foes, forcing them to face their greatest fears.
The user may spend 1 FP to target one character within short range. That character must immediately make an Average fear check as an out of turn incidental.
Upgrade Effect
Strength The Force user may spend 1 FP to increase the difficulty of the fear check by a number of times equal to Strength upgrades purchased.
Range 1 Spend 1 FP to increase the power's range by a number of range bands equal to Range upgrades purchased.
Magnitude Spend 1 FP to increase the number of targets affected by a number equal to Magnitude upgrades purchased.
Control When making a fear check, the Force user can roll a Jerserra's Influence power check as part of the pool. The user may spend 1 FP to gain a Success or an Advantage (user's choice) on the check.


Dao Jodh and his people lived in peace and contemplation on a world they called simply "Home", and the rest of the galaxy referred to as Jiran VII. Many generations ago, Dao's ancestors turned their backs on the rest of the galaxy and focused their gaze inward, toward inner peace and contemplation.

Dao found the regimented and contemplative life expected of him boring. His mentors told him that he was gifted, that he had more potential for enlightenment than any before him. They encouraged him to focus on his studies and unlock the mysteries within him. Nothing could be more tedious, but knowing no other life, Dao did his best.

One day, Dao's monastery was visited by strange people - offworlders! Suddenly, a whole galaxy of possibility, of diversity and difference and experience, seemed available to Dao. He plagued one of the visitors, Rahm Kota, with questions, and he indulged his curiosity with as many answers as he could manage. He spoke of the great cities of the Core Worlds, of the fallen Jedi Order, of the crystal canyons of Chandrila and the oceans of Dac, a thousand things Dao had never dreamed of seeing.

Dao became convinced that the outsiders' arrival was no accident - that they were calling him to his destiny. He asked the elders of his monastery for permission to leave. They denied him, and told him that his destiny was to be the savior of his people. They insisted that he should put such notions out of his head, for the ordeals ahead of him would be great. Dao snuck out that night and, in the morning, followed the offworlders to their ship, stowing away aboard it.

Since then, Dao and Kaveri have traveled the galaxy together. Dao is always eager to find new worlds and see the stunning diversity the galaxy has to offer, while remaining true to the peaceful wisdom of his upbringing.

If he sometimes feels guilty for abandoning his people, he doesn't mention it. But when a message came from Kota requesting him to come to Spintir, he was very swift to respond. Perhaps soon he will be ready to return to Home. But not yet.


Mystery - Destiny and Fate: The character wants to know if destiny truly exists. Do all beings have a fate set down for them at the moment of their creation? Can one thwart their fate, or is it an exercise in futility? And if one fulfills their destiny, what then? Above all, the character wants to know what their own destiny is, and must decide whether to fulfill it or avoid it.



Emotional Strength - Discipline: Dao Jodh is never rash or thoughtless in his actions. When making important decisions, he strives to examine each option carefully and objectively in order to make the right choice, not only for himself, but for the galaxy. At his best, Dao Jodh is full of wisdom and consideration.

Emotional Weakness - Obstinance: Careful introspection usually leads
Dao Jodh to the right answer, but this means he has built up a habit of being correct. He tries to consider all evidence carefully, but if the evidence suggests he has made a mistake, then he is as likely to see a flaw in the evidence as to adjust his course. At his worst, Dao Jodh is stubborn and willful.


25 years old
Orange skin with brown markings

Other Notes

Dao looks at the Jedi and is fascinated by their beliefs in destiny and fate. He certainly appreciates their take on discipline. At the same time, Dao is not wholly sold on their philosophy.

Conflict -

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