CryoBan Rifle - Damage 6 - Pierce 5, Ensnare 1, Stun Damage
**Special - When used against a target wearing armour that protects against extreme cold, the weapon loses the Pierce quality. Making melee attacks against targets struck by a CryoBan in the current round, add 2 boost dice to the check.**
Koromondain Half-Vest - Defense 1, Soak 1
Personal Gear
Physician's Kit
10 Stim Packs
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Desert Dwellers
F&D p62
When making skill checks, Twi'leks may remove a penalty die imposed due to arid or hot environmental conditions.
Surgeon (5)
F&D p69
When making a Medicine check to help a character heal wounds, the target heals 1 additional Wound per rank of Surgeon.
Physician (10)
F&D p69
When making a Medicine check to help a character heal wounds, the target heals 1 additional Strain per rank of Physician.
Healing Trance (15)
F&D p69
Commit <Force Die>. For every full encounter FD remains committed, heal 1 Wound per rank of Healing Trance.
Surgeon (20)
F&D p69
Heals 2 extra Wounds on Medicine checks to heal Wounds instead of 1
Force Powers
Force Rating
1
Power
Heal (p292)
Description
Upgrade
Effect
Base Effect
Spend Force Points to heal a number of wounds equal to Intellect from an engaged living creature (including user).
Range
Spend Force Points to increase power's range by a number of range bands equal to Range upgrades purchased.
Power
Harm (p292)
Description
Upgrade
Effect
Base Effect
Spend Force Points to inflict a number of wounds equal to Intellect (ignoring Soak) on an engaged living target. The user gains 1 Conflict.
Range
Spend Force Points to increase power's range by a number of range bands equal to Range upgrades purchased.
Background
For most of her life, Freykaa has heard music. It permeates her being.
Its beauty filled her childhood with joy.
Its power has given her strength in the darkest of times.
Its ability to lift her spirits helped her survive slavery.
Its ability to soothe helped heal her fellow slaves when they angered their master.
Its ability to inspire helped her fellow slaves fight back and escape.
Its her connection to the Force.
She knows that there's a bounty on her head from her former master, but she will follow the sound of the music and it will lead her and her companions to freedom and safety. That is the power of Freykaa's song. That is the power of the Force.
Motivation
Morality
50
Description
Freykaa is a 5 foot tall Twi'lek with purple skin and turquoise eyes. She is usually quite quiet and seems shy but comes into her own when she sings. Her voice is considered beautiful by most and when she sings, its a transcendent experience for her as she connects to the Force in a harmonious way. She has recently realized that she has the ability to not just inspire but actually heal people with her song and realizes what that means in an Empire that is hunting Force-Sensitives. Already concerned about her former master finding her, now she's doubly worried about the Empire finding out about herself, but she cannot help but let the music flow through her. It longs to be free, just as she does.
Other Notes
Star Wars D20 Version
Name: Freykaa Shiri
Species: Twi’lek
Class: Force Adept Character Level: 7 Class Level: 7
Age: 20 Gender: Female Hgt: 5’0” (1.525 Meters) Wgt: 110lbs (50kg)
Eyes: Turquoise Skin: Purple Size: Medium
Stats:
STR: 9 (-1)
DEX: 14 (+2)
CON: 13 (+1)
INT: 17 (+3)
WIS: 16 (+3) *(raised 1 at 4th level)
CHA: 16 (+3)
Vitality: 39 Defense: +6 Wounds: 13
Speed: 10 meters Base Attack Bonus: +5
Initiative: +2 Reputation: +1
Force Points: 6 Light Side/Dark Side Dice: 1d6/2d6 Dark Side Points: 1
Saving Throws:
Fortitude: +4 Reflex: +4 Will: +5
Melee Attack Bonus: +0
Ranged Attack Bonus: +0
Languages:
Basic (Speak and Read/Write)
Ryl (Speak and Read/Write)
Lekku (the language of Twi’lek head-tails)
SKILLS:
Skill Points @ Level 1: (6+Int Mod) x4 = 36
Skill Points per Level: 6+Int Mod = 9
*Appraise (Int): 0 +0+3=+3
Astrogate (Int): XX Can’t Use
*Bluff (Cha): 0 +0+3=+3
*Climb (Str*): 0 +0-1=-1
*Computer Use (Int): 0 +0+3=+3
*Craft ____ (Int): 0 +0+3=+3
Demolitions (Int): XX Can’t Use
*Diplomacy (Cha): 5 +5+3=+8
Disable Device (Int): XX Can’t Use
*Disguise (Cha): 0 +0+3=+3
*Entertain (Sing) (Cha): 6 +7+3=+10
*Escape Artist (Dex*): 2 +2+2=+4
*Forgery (Int): 0 +0+3=+3
*Gather Information (Cha): 2 +2+3=+5
Handle Animal (Cha): 1 +1+3=+4
*Hide (Dex*): 0 +0+2=+2
*Intimidate (Cha): 0 +0+3=+3
*Jump (Str*): 0 +0-1=-1
Knowledge (Int): XX Can’t Use
*Listen (Wis): 6 +6+3=+9
*Move Silently (Dex*): 0 +1+2=+3
*Pilot (Dex): 0 +0+2=+2
Profession (Wis): XX Can’t Use
Read/Write Language Basic
Read/Write Language Ryl
Repair (Int): XX Can’t Use
*Ride (Dex): 0 +0+2=+2
*Search (Int): 2 +2+2=4
*Sense Motive (Wis): 1 +1+3=+4
Sleight of Hand (Dex*): XX Can’t Use
Speak Language Basic
Speak Language Ryl
Speak Language Lekku
*Spot (Wis): 6 +7+3=+10
*Survival (Wis): 1 +2+3=+5
*Swim (Str): 0 +0-1=-1
*Treat Injury (Wis): 7 +7+3=+10
Tumble (Dex*): XX Can’t Use
Skills marked with * can be used untrained.
*Armour check penalty, if any, applies.
Force Skills:
Alter:
*Affect Mind (Cha): 5 +5+3(+2)=+10
*(X)Drain Energy (Con): 0 +0+1=+1
*Empathy (Wis): 3 +3+3(+2*)=+8
*Enhance Ability (Con): 2 +2+2=+4
*(X)Force Grip (Int): 0 +0+3=+3
*(X)Force Lightning (Int): 0 +0+3=+3
*Force Strike (Int): 6 +7+3=+10
Friendship (Cha): 4 +4+3=+7
*(+)Heal Another (Wis): 6 +7+3(+2*)(+3**)=+15
Illusion (Cha): 1 +1+3(+2)=+6
*Move Object (Int): 6 +7+3=+10
Control:
Battlemind (Con): XX Can’t Use
*Force Defense (Cha): 2 +2+3=+5
*Force Stealth (Cha): 0 +0+3=+3
*Heal Self (Cha): 6 +6+3=+9
Sense:
*Enhance Senses (Wis): 3 +3+3=+6
Farseeing (Wis): 2 +2+3=+5
*See Force (Wis): 1 +2+3=+5
*Telepathy (Wis): 4 +4+3=+7
Skills marked with * can be used untrained.
(+) indicates a Light Side Force Power. (X) indicates a Dark Side Force Power.
(+X*) indicates an additional bonus from the Compassion Force Feat
(+X**) indicates an additional bonus from the Skill Emphasis Feat
Feats/Special Abilities:
Species Ability: Low-Light Vision – Twi’leks can see twice as far as humans in dim light. They retain the ability to distinguish colour and detail under these conditions.
Species Ability: +1 Species bonus on Fortitude saves. Twi’leks are generally very healthy, with a natural resistance to toxins and illness.
Class Feature: Force-Sensitive Feat – You may learn Force-Sensitive-based Force Skills as class skills. If you have any Force-user levels, you may select other Force-based feats when the opportunity arises.
You gain one bonus Force Point when this fear is selected. There is no limit to the number of Force Points a character with this feat may possess.
A Force-sensitive character can make a Wisdom check (DC 20) to avoid being surprised. A successful check allows you to act during the surprise round, even if you would otherwise be surprised.
This feat allows characters to begin training necessary to eventually take up the mantle of a Force-user. You can learn the fundamentals of the primary Force feats (Alter, Control, Sense) without actually gaining any of the formidable powers associated with them.
Class Feature: Weapon Proficiency (Primitive Weapons) – You make attack rolls with these weapons normally.
Class Feature: Weapon Proficiency (Simple Weapons) - You make attack rolls with these weapons normally.
Class Feature: Force Training – Gain the Force Alter feat at 1st Level and its associated Force Skills (Affect Mind, Force Grip, Force Push, Heal Another, and Move Object) become Class Skills.
Class Feature: Force Weapon - At 5th Level, a Force Adept can imbue a nonpowered melee weapon (such as a club, knife, or quarterstaff) with the Force. This must be a weapon that the Force Adept wields personally. It takes a full-round action to imbue the weapon with the Force and costs 3 Vitality points. The benefit the weapon gains lasts for a number of rounds equal to the Force Adept level. At 5th level, the weapons damage increases by +1d8 (and another +1d8 at 13th level). A Force-imbued weapon gains another benefit when used against a lightsaber. If the wielder of a lightsaber attempts to strike a Force-imbued weapon wielded by an opponent, the lightsaber does not ignore the damage reduction of the Force-imbued weapon.
Class Feature: Skill Emphasis - Heal Other - +3 Competence Bonus to Heal Another checks.
Class Feature: Comprehend Languages - The Force Adept can understand any language spoken to them. They still can't speak that language, only understand it.
Force Feats:
1st Level Free Feat: Compassion (Force Feat): You are concerned with the welfare of others and connected to them through the Force. You get a +2 aptitude bonus to all Empathy checks and Heal Another checks.
3rd Level Bonus Feat: Mind Trick (Force Feat): You get a +2 Aptitude Bonus on all Affect Mind and Illusion checks.