Ithorian Master by gondor1999

Species
Ithorian
Career
Consular
Specializations
Healer, Ascetic, Niman, Soresu
System
Force and Destiny

3
Threshold 17
Current 17
Threshold 27
Current 27
Ranged 1
Melee 3

Characteristics

2
2
4
2
4
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 2
Coordination (Ag) 0
Deception (Cun) 2
Discipline (Will) X 3
Leadership (Pr) X 1
Mechanics (Int) 0
Medicine (Int) X 4
Negotiation (Pr) X 2
Perception (Cun) 1
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) X 3
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 1
Vigilance (Will) X 2
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Will) X 2
Melee (Br) 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 1
Knowledge: Education (Int) X 3
Knowledge: Lore (Int) X 2
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) X 2

Attacks

Thontiin Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder1, Superior, 1/encounter ignore effects of easy crit injury.
Damage
10
Critical
1

Weapons & Armor

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Improved Healing Trance 3 The character may commit a Force die. For every full encounter a Force die remains committed, the character heals 1 wound [they] are suffering per rank of Healing Trance. This is in addition to wounds healed due to natural rest or other abilities.Whenever the character heals wounds as a result of Healing Trance, if the character is suffering from a Critical Injury, [they] make a Resilience check with the difficulty equal to the Critical Injury's severity rating. On a successful check, the character recovers from the Critical Injury.
Physician 3 When making a medicine check to heal targets wound, they regain 3 extra strain.
Surgeon 2 When making a medicine check to heal targets wound, they regain 2 extra wounds.
Rapid Recovery 2 When the character recovers strain after an encounter has concluded, they regain 2 extra strain.
Grit 11 +11 to Strain Threshold
Toughened 3 +6 to Wound Threshold
Knowledgeable Healing 1 When making medicine check to heal targets wounds, flip destiny point to heal 2 extra.
Improved Calming Aura 1 When targeted by force power, reduce enemies force points by 1. May suffer 2 strain to extend effect to 4 allies.
Dedication 4 +1 To Agility, +2 to Intellect, +1 to Willpower
Force Rating 3 +3 Force Rating
Physical Training 2 Add 2 boost die to Athletics and Resilience checks.
Confidence 2 Decreases difficulty of Resilience vs fear by 2. Auto succeeds if difficulty is brought to 0.
Force Protection 3 Suffer 1 strain and commit up to 3 Force die. Increase soak by that amount. Suffer 1 strain every turn they remain committed.
Go Without 1 Once per turn as manuever, act as though you have tools for a skill check.
Intense Focus 1 As maneuver suffer 1 strain to upgrade ability of skill check by one.
Slippery Minded 1 As action if under effects of force power, make hard deception check to end power.
Meditative Trance 1 When suffocating suffer 1 strain instead of 3. When in vacuum suffer 1 wound instead of 3.
Iron Soul 1 If carrying items of 2 encumbrance or less, recover all strain after encounter.
Empty Soul 1 If carrying items of 2 encumbrance or less, add a light and dark point to all force rolls.
Supreme Reflect 7 When the character suffers a hit from a ranged combat check, after damage is calculated the character may take a reflect incidental. They suffer 3 strain and reduces the damage dealt by that hit by 9. On a hit that generates 1 despair or 3 threat, can inflict the damage of the original attack back at attacker If you haven't attacked the previous round, reflect costs 1 strain.
Supreme Parry 7 When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage is calculated the character may take a Parry incidental. They suffer 3 strain and reduces the damage dealt by that hit by 9. On a hit that generates 1 despair or 3 threat, can inflict 3 strain on attacker you parry. If you haven't attacked the previous round, parry costs 1 strain.
Nobody's Fool 1 The difficulty of any Charm, Coercion, and Deception checks attempted against the character is upgraded by 1.
Niman Technique 1 Can use Willpower for Lightsaber skill.
Defensive Training 2 Melee weapon gains 2 ranks in Defensive.
Sense Emotions 1 The character adds a boost die to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.
Draw Closer 1 The character may take a Draw Closer action, making a Lightsaber (Willpower) melee combat check against one silhouette 1 (or smaller) target within medium range and adding a number of Force dice no greater than Force rating to the check. The character may spend Force points before resolving the success or failure of the check to move the target one range band closer to the character (including from short to engaged). [They] may also spend Force points to add success results to the combat check. If the character cannot move [their] target to engage [them], the combat check automatically misses.
Sum Djem 1 When the character makes a successful Lightsaber combat check, they may spend a triumph result or two advantage results to disarm their opponent (with GM's approval). The disarmed weapon lands anywhere within short range of the engagement (character's choice).
Force Assault 1 Upon missing an opponent with a Lightsaber (Willpower) combat check, the character may spend a triumph result or three advantage results to perform a Move Force power action as a maneuver this turn (the character must still be able to perform maneuvers and still may not perform more than two maneuvers in a turn).
Improved Center of Being 2 Once per round, when wielding a lightsaber, the character may perform a Center of Being maneuver. Until the beginning of the character's next turn, whenever an enemy makes a melee attack targeting the character, the critical rating of the enemy's weapon counts as 2 higher. The character may voluntarily suffer 1 strain to perform Center of Being as an incidental instead of a maneuver.
Soresu Technique 1 Can use Intellect for Lightsaber skill.
Defensive Stance 1 Once per round on the character's turn, the character may perform a Defensive Stance maneuver to defend against incoming melee attacks. [They] then suffer a number of strain no greater than [their] ranks in Defensive Stance. Until the start of the character's next turn, upgrade the difficulty of all melee combat checks targeting the character a number of times equal to the strain suffered by the character this way.
Circle of Shelter 1 When engaged ally suffers a hit, may use parry or reflect as incidental to deflect hit.
Defensive Circle 1 While wielding a lightsaber, the character may take the Defensive Circle action, making a Hard difficulty Lightsaber (Intellect) check. If successful, the character plus one ally per success result within short range gains ranged and melee defense X until the beginning of the character's next turn. X equals 1, plus 1 for every two advantage results.
Force Enhancement 1 f a missed combat assault generates a crit or 3 adv, may spend to use force power on self as maneuver.
Niman Mastery 1 At the start of a fight you may commit a force die. Attacks with your lightsaber add a force die to them, converting force points into additional success. This die is committed until the end of the encounter. When using the force assault maneuver, may use bind, unleash, or alter force powers instead of move. May also use force assault after successful lightsaber attacks, not just failed ones.

Background

Motivation

Morality

Description

Other Notes

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