Саду Хинемуру
Автор:
Эрфар
Раса: Человеко-подобная, Класс: Адепт Силы
Сила: 7
[-2]Ловкость: 11
[+0]Выносливость: 8
[-1]Интеллект: 10
[+0]Мудрость: 20
[+5]Обаяние: 19
[+4]Принципиальный злой
Инвентарь:HP 97/97
Force Points 14/14
Reflex 28 Fortitude 27 Will 36
Full-Round Action
1/1 Farseeing
1/1 Fold Space
Standard Action
1/1 Cloak
2/2 Combustion
1/1 Energy Resistance
2/2 Force Disarm [Telekinetic]
2/2 Force Grip [Telekinetic]
2/2 Force Slam [Telekinetic]
1/1 Kinetic Combat [Telekinetic]
1/1 Mind Trick [Mind-Affecting]
4/4 Move Object [Telekinetic]
Move Action
1/1 Inertia
1/1 Levitate
1/1 Phase
Reaction
2/2 Intercept [Telekinetic]
2/2 Obscure [Mind-Affecting]
2/2 Rebuke
Free Action
1/1 Surge
Survival knife (1d6 Slashing)
Vibroblade (2d6 Slashing/Piercing)
20x Throwing blades (Move Light Object projectiles)
Hands-Free Comlink
Utility Belt
Mace (1d8 Bludgeoning)
Surgery Kit, Medical Kit
Украшения на большую сумму денег (11500cr)
Навыки:Specie: Au'Ra (Human-like)
Background: Labor (Climb)
Class: Jedi 7 / Force Adept 6 / Force Disciple 2
Stats (rolled 17 16 11 10 7 8)
STR 7 (-2)
DEX 11 (+0)
CON 8 (-1)
INT 10 (+0)
WIS 20 (+5) (4,8,12)
CHA 19 (+4) (4,8,12)
===== Basic stats: =====
BAB +12
HP: 97 (30 + 6*7 + 5*8 -15)
Damage Treshhold: 36
Reflex 28
Fortitude 27
Will 36
Force Points 14
Immune: Mind-Affecting, Disease, Poison and Radiation
===== Skills: =====
⬡ +7 Acrobatics (Dex)
⬡ +7 Climb (Str)
⬡ +11 Deception (Cha)
⬡ +8 Endurance (Con)
⬡ +11 Gather Information (Cha)
⬡ +7 Initiative (Dex)
⬢ +10 Jump (Str)
⬡ +7 Knowledge (Int)
⬡ +7 Mechanics (Int)
⬢ +17 Perception (Wis)
⬡ +11 Persuasion (Cha) (+21 Use the Force)
⬡ +7 Pilot (Dex)
⬡ +7 Ride (Dex)
⬡ +7 Stealth (Dex) (+21 Use the Force)
⬢ +17 Survival (Wis)
⬡ +5 Swim (Str)
⬡ +12 Treat Injury (Wis) (+21 Use the Force)
⬡ +7 Use Computer (Int)
⬢ +21 Use the Force (Cha)
===== Feats =====
Jedi 1: Weap.Prof.(Simple)
Jedi 1: Force Sensitivity
Jedi 1: Weap.Prof.(Lightsabers)
Human: Force Training 1
Level 1: Force Regimen Mastery
Level 3: Force Training 2
Level 6: Force Training 3
Level 9: Weap.Prof.(Advanced Melee Weapons)
Level 12: Skill Proficiency (Survival)
Level 15: Force Training 4
Jedi 2: Skill Focus (UseTheForce)
Jedi 4: Fight Through Pain
You can use your Will Defense instead of your Fortitude Defense when determining your Damage Threshold.
Jedi 6: Unstoppable Force
You gain a +5 insight bonus to Fortitude Defense and Will Defense against any attack or effect requiring a Use the Force check.
===== Talents =====
Jedi 1: Adept Negotiator
As a Standard Action, you can weaken the resolve of one opponent with your words. Make a Persuasion check; if the result equals or exceeds the target's Will Defense, it moves -1 step along the Condition Track. The target gets a +5 bonus to its Will Defense if it is higher level than you.
Jedi 3: Force Persuasion
You can use your Use the Force modifier instead of your Persuasion check modifier when making a Persuasion check. You are considered Trained in the Persuasion skill. If you are entitled to a Persuasion check reroll, you may reroll your Use the Force check instead (subject to the same circumstances and limitations).
Jedi 5: Telekinetic Savant
Once per encounter as a Swift Action, you may return one Force Power with the [Telekinetic] descriptor to your suite without spending a Force Point. You may take this Talent multiple times. Each time you select it, you may use this Talent one additional time per encounter.
Jedi 7: Telekinetic Prodigy
When you take the Force Training Feat and select Move Object as one of your Force Powers, you can also select one extra Force Power to add to your Force Power Suite for free. This extra Force Power must contain the [Telekinetic] descriptor.
Force Adept 1: Equilibrium
As a Swift Action, you can spend a Force Point to remove all debilitating Conditions affecting you and return to a normal state.
Force Adept 3: Force Treatment
You can make a Use the Force check in place of a Treat Injury check. You are considered Trained in the Treat Injury Skill. If you are entitled to a Treat Injury check reroll, you may reroll your Use the Force check instead (subject to the same circumstances and limitations).
In addition, you can administer First Aid, Treat Disease, Treat Poison, and Treat Radiation without the requisite Medical Kit or Medpac.
Force Adept 5: Fortified Body
The Force shields you against ailments, toxins, and radiation poisoning, making you immune to Disease, Poison, and Radiation.
Force Disciple 1: White Current Adept (White Current Adept)
You can make a Use the Force check in place of a Stealth check. You are considered Trained in the Stealth skill. If you are entitled to a Stealth check reroll, you can reroll your Use the Force check instead (subject to the same circumstances and limitations).
===== Traits =====
• Background
You gain a +2 competence bonus to Untrained Skill Checks with the Climb, Endurance, Jump
• Class Defenses
+6 Wll +3 Reflex +3 Fortitude
• Indomitable
Force Disciples are immune to Mind-Affecting effects.
• Prophet
Every time you gain a level in this Prestige Class, you receive two Destiny Points instead of the usual one. In addition, you may sacrifice this extra Destiny Point immediately after gaining a Class Level. If you choose to do so, you instead receive a prophetic vision from The Force; the content of this vision is determined by the GM
The vision is instantaneous, so no time is required to exercise this option. Upon seeing the vision, you have the option to choose a new Destiny, so long as the new Destiny is related in some way to the vision. The GM is the final arbiter of what new Destiny (or Destinies) are appropriate.
===== Force Powers =====
28 = 4x6 + 4 (Move Object)
1 Cloak
Time: Standard Action
Targets: Self
DC: 15/20/25/30
You are considered to have Total Concealment against all targets until the beginning of your next turn.
Additionally, you gain a +0/2/3/5 Force bonus to Stealth checks until the beginning of your next turn.
Maintaining the Cloak Force Power is a Standard Action, and you must make a new Use the Force check each round.
If you take damage while maintaining Cloak, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the Cloak.
You can spend a Force Point to increase the bonus to your Stealth checks by +5.
2 Combustion
Time: Standard Action
Targets: All targets within a 2x2 square area (the entire area must be within 12 squares of you and in your line of sight).
DC: Fortitude Defense of each target in the affected area.
If the check result equals or exceeds a target's Fortitude Defense, the target takes 4d6 points of Fire damage and catches on Fire. This is an Area Attack.
The result of your Use the Force check determines the attack bonus of the Fire each round it burns. This replaces the Fire's normal attack bonus. (attack vs Fortitude 1d6 Fire/Half on miss, A creature can put out the flames as a Full-Round Action.)
You can spend a Force Point to move one target hit by this Force Power -1 step along the Condition Track.
1 Energy Resistance
Time: Standard Action
Targets: Self
DC: 20/25/30/35
You gain Damage Reduction 5/10/15/20 against Energy damage (energy, sonic, fire, cold, and electrical sources) until the beginning of your next turn
Maintaining the Energy Resistance Force Power is a Swift Action. If you take damage while maintaining Energy Resistance, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the Energy Resistance.
You can spend a Force Point to use this Force Power as a Swift Action, rather than a Standard Action.
1 Farseeing
Time: Full-Round Action
Targets: One creature you know or have met with before.
DC: Target's Will Defense
If your result is less you gain no information (including whether the target is alive or dead) and cannot use this Force Power against the same target for 24 hours. If your check result equals or exceeds the target's Will Defense, you can sense whether the target is alive or dead and gain a vague sense of its immediate surroundings, what it's currently doing, and any strong emotions it is presently feeling. A dead target has a Will Defense of 30 for purposes of this Force Power.
You can spend a Force Point to gain a clear mental image of the target's surroundings, as well as other creatures and objects within 6 squares of it.
1 Fold Space
Time: Full-Round Action
Targets: One held or unattended object within 6 squares and line of sight, or one Vehicle you occupy.
DC: 20/25/30/35/40
You can move a Medium/Large/Huge/Gargantuan/Colossal or smaller object up to 6/12/18/24/30 squares.
You can spend a Force Point to increase the maximum size of the object you can move by two categories, up to Colossal (Cruiser) in size, or double the distance the object is transported.
2 Force Disarm [Telekinetic]
Time: Standard Action
Targets: One target within 12 squares, and within line of sight.
DC: vs Reflex +10 (Improved Force Disarm)
Эффект описанный в связном виде.
If your Disarm attempt succeeds, you may choose to let the item drop to the ground in the target's fighting space or have the item fly into your hand (in which case you must have a free hand to catch it).
You can spend a Force Point to damage or destroy the target weapon instead. If your Disarm attempt succeeds, the weapon takes damage equal to your Use the Force check result. You must declare that you are using this option before making your Disarm attempt.
Combined Feat (Force Training + Improved Disarm): When you use the Force Disarm power, you gain the +5 bonus from Improved Disarm on your Use the Force check as though you were making an attack roll.
2 Force Grip [Telekinetic]
Time: Standard Action
Targets: One target within 12 squares and within Line of Sight.
DC: 15/20/25 and Fortitude Defence
Target takes 2d6/4d6/6d6 points of damage and can only take a single Swift Action on their next turn. Otherwise, the target takes half damage and may act normally, and you may not maintain the power.
Targets larger than Medium add a size modifier to Fortitude Defense against this Force Power: Colossal +50, Gargantuan +20, Huge +10, Large +5.
Maintaining the Force Grip Power is a Standard Action, and you must make a new Use the Force check each round. If you suffer damage while maintaining a Force Grip, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue concentrating.
You can spend a Force Point to deal an additional 2d6 points of damage with your Force Grip.
2 Force Slam [Telekinetic]
Time: Standard Action
Targets: All targets within a 6 square cone and within line of sight.
DC: vs Each target's Fortitude Defense
If the result equals or exceeds Fortitude Defense - target takes 4d6 points of Force damage and is knocked Prone. If the result is less than a target's Fortitude Defense, it takes half damage and is not knocked Prone.
Targets larger than Medium add a size modifier to Fortitude Defense against this Force Power: Colossal +50, Gargantuan +20, Huge +10, Large +5. This is an Area Attack.
You can spend a Force Point to deal an additional 2d6 points of damage to targets in the area.
1 Inertia
Time: Move Action
Targets: Self.
DC: 15/20/25/30
You can move up to half/Speed/Speed+2/Speed+4 along a wall, as though it were the ground, ignoring the normal effects of Gravity for the duration of this movement. If you are not on the ground when you end this movement, you Fall to the ground.
You can spend a Force Point to increase the Speed you move along the wall by an additional +2 squares.
2 Intercept [Telekinetic]
Time: Reaction
Targets: One incoming ranged attack or Move Object power targeting you.
DC: vs Attack / Use the Force
If you are successful, the object being used as a projectile weapon does not hit you, and deals no damage to you. Additionally, if the object was moved with the Move Object Force Power, the activator of that Force Power can no longer maintain the Move Object Force Power on that object.
You can spend a Force Point to use this Force Power to intercept some of the barrage of shots from a ranged weapon set on Autofire. If you succeed on the Use the Force check, you take half damage if the Autofire attack hits, and no damage if the Autofire attack misses.
1 Kinetic Combat [Telekinetic]
Time: Standard Action
Targets: One one-handed Melee Weapon you currently have drawn.
DC: 20
You can telekinetically move a one-handed melee weapon you hold up to 12 squares away, and make an attack with it. The weapon is considered to be held by you, even if it is hovering nearby and not in your hands.
Use Charisma instead of Strenght as attack and damage bonus.
Talents and Feats that would normally enhance a weapon's use do not do so while you are using Kinetic Combat to wield the weapon.
The weapon Threatens all squares adjacent to it, and it can be used to make an Attack of Opportunity if a target provokes one from the weapon. Any Attacks of Opportunity made by the weapon count as though they were made by you.
Maintaining the Kinetic Combat Force Power is a Swift Action, and as a Standard Action each round you can direct the weapon to move up to 6 squares, and make a single attack against a target adjacent to the weapon, though the weapon must remain within 12 squares of you or the Force Power's effect ends. If you take damage while maintaining Kinetic Combat, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the Kinetic Combat.
You can spend a Force Point to gain a +1 bonus on attack rolls with a weapon wielded using Kinetic Combat.
1 Levitate [Telekinetic]
Time: Move Action
Targets: Self
DC: 15/20/25
You gain a Fly Speed of 2/4/6 squares but can only move vertically. You may move up to your Fly Speed as part of the action used to activate Levitate, and if you end this movement adjacent to a horizontal surface, you can move 1 square onto that surface as a Free Action. At the start of your next turn, if you are not standing or holding onto a solid surface, you fall to the ground.
Maintaining the Levitate Force Power is a Move Action, and whenever you maintain this Force Power you can move vertically up to your Fly Speed. If you take damage while maintaining Levitate, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the Levitate.
You can spend a Force Point as a Reaction to activate Levitate when falling. You can reduce your fall distance by a number of squares equal to the Fly Speed provided by this Force Power. If you reduce the fall distance to 0 squares, you land safely on your feet.
1 Mind Trick [Mind-Affecting]
Time: Standard Action
Targets: One creature with an Intelligence score of 3 or higher that is both within 12 squares, and within line of sight.
DC: Will Defense
You may choose one of the following effects:
• You create a fleeting hallucination that distracts the target and enables you to use the Stealth skill even if the target is aware of you.
• You perform a Feint so that the next attack you make against the target ignores its Dexterity bonus to Reflex Defense (if any).
• You make an otherwise unpalatable suggestion seem completely reasonable to the target. You must be able to communicate with the target, and the suggestion can't obviously threaten the target's life. The target won't realize later that what they did is unacceptable.
• You fill the target with terror, causing it to flee from you at top speed for 1 minute. The affected creature stops fleeing if it is wounded. The effect is negated if the target's level is equal to or higher than your Character Level. This is a Fear effect.
If you are making a suggestion, you may spend a Force Point to improve the target's Attitude by one step, plus one additional step for every 5 points by which your Use the Force check exceeds the target's Will Defense.
4 Move Object [Telekinetic]
Time: Standard Action
Targets: One character or object within 12 squares, and within line of sight.
DC: 15/20/25/30/35 (and Will Defense)
You can hurl the target at (or drop it on) another target in range if your Use the Force check exceeds the second target's Reflex Defense. Both targets take damage determined by your Use the Force check result.
Can move object up to Medium/Large/Huge/Gargantuan/Colossal size (deals 2d6/4d6/6d6/8d6/10d6 points of damage).
If you use Move Object against a hovering or flying target (such as a speeder or starship), the target can oppose your Use the Force check with a Grapple check as a Reaction. If the target wins the opposed check, you are unable to move the target.
Maintaining the Move Object power is a Standard Action, and you must make a new Use the Force check each round. If you suffer damage while maintaining Move Object, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue concentrating. If you deal damage with the Move Object Power, you cease to be able to maintain it.
You may spend a Force Point to increase the maximum size of the object by one category and deal an additional 2d6 points of damage (maximum size Colossal (Frigate), 12d6 damage). Alternatively, you may spend a Destiny Point to increase the maximum size of an object by three categories and deal an additional 6d6 points of damage (maximum size Colossal (Station), 16d6 damage).
2 Obscure [Mind-Affecting]
Time: Reaction
Targets: One target within 12 squares of you and in your line of sight that just made an attack roll.
DC: Target's Will Defense.
If the check result equals or exceeds the target's Will Defense, the target takes a -5 penalty on the attack roll. If the target misses with the attack, you can choose to make the target reroll the attack against another creature adjacent to it; this attack is also at a -5 penalty.
You may spend a Force Point when you activate this Force Power to apply the penalty to all of the target's attack rolls made until the start of its next turn.
1 Phase
Time: Move Action
Targets: Self
DC: 25/30/35/40
You gain a Phasing Speed of 2/4/6/8 squares; your Phasing Speed can never exceed your own base Speed. When moving using your Phasing Speed, you can move through the spaces of your enemies, as well as through walls, Vehicles, large objects, and other obstructions, but must end your movement in a legal, unoccupied space. You retain this Phasing Speed until the beginning of your next turn. You may move up to your Phasing Speed as a part of the activation of this Force Power.
Maintaining the Phase Force Power is a Move Action, and whenever you maintain this Force Power you can move up to your Phasing Speed. If you take damage while maintaining Phase, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the Phase.
You can spend a Force Point to increase your Phasing Speed by 2 squares.
2 Rebuke
Time: Reaction
Targets: One Force Power directed at you.
DC: Check result of the Force Power,
If your result exceeds the check result of the Force Power directed at you by 5 or more, you may choose to turn the Force Power against its creator, who suffers the effect based on the creator’s original Use the Force check.
If you successfully reflect a Force Power back at its originator, the originator may attempt to Rebuke the Force Power as well, expending a use of the Rebuke Force Power and using your Use the Force check as its target DC. If they reflect it back again, both you and the originator are affected by the Force Power. You can spend a Force Point as a Reaction to suffer no effects from a Force Power that has been Rebuked twice- once by you and once by the Force Power's originator.
1 Surge
Time: Free Action
Targets: Self
DC: 10/15/20
You gain a +10/20/30 Force bonus on Jump checks and your speed increases by 2/4/6 squares until the start of your next turn. The Force bonus on Jump checks includes the adjustment for increased speed.
Using the Surge Force Power counts as a Running Start for determining a Jump DC. You can spend a Force Point to increase the Force Power's bonus on Jump checks by 10 and increase your speed by an additional 2 squares.
===== Force Techniques =====
• Language Absorption
You can use telepathy to forcibly learn a language from another creature. If the target is unwilling, you must succeed a Use the Force check against the target's Will Defense, as with the Telepathy aspect of the Use the Force Skill. You retain the ability to speak and understand this language for 24 hours.
• Improved Force Disarm
When you use the Force Disarm Force Power, you can change the time it takes to activate it to a Full-Round Action; if you do so, your opponent does not gain the normal +10 bonus to Reflex Defense normally associated with Disarming.
• Force Point Recovery
At the end of an encounter, you automatically recover 1 Force Point spent during the encounter.
===== Force Secrets =====
• Enlarged Power
When you use a Force Power that affects targets within an area (such as a radius or a cone), you can spend a Force Point to double the distance that the effect extends from your square (for example, a 6-square cone can be made into a 12-square cone). Alternatively, you can spend a Destiny Point to multiply the distance the effect extends by 5 (making a 6-square cone into a 30-square cone).
===== Force Regimens =====
• Awaken Force Sensitivity
ссылка• Oxygen Bottle
ссылка• Telekinetic Practice
ссылка• Quiet the Mind
ссылка•
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Внешность:Рост: 156 см
Саду - Ау'Ра, человекоподобный гуманоид, выделяющаяся крупными рогами на уровне лица и костяными наростами на лице и остальном теле включая небольшой малоподвижный хвост. И хотя других представителей её вида встретить можно только но её родине - и среди них она отличается темно-серой кожей и "черной костью". Внимательный взгляд может также заметить небольшие, по всей видимости ритуальные, шрамы около наростов, особенно на лице. И словно ей не хватало примечательности - Саду продолжает предпочитать одеваться как на родине, простая одежда и просто ошеломительное количество украшений что только усиливает её образ шаманки с примитивного мира, впрочем, украшения из ауродия на весьма заметную сумму кредитов и правда не только украшения, они также должны быть привлекательным трофеем который можно снять с её трупа. И даже посох с которым она практически не расстаётся, в первую очередь удобная и красивая дубинка, которую легко пронести мимо любой охраны как религиозный атрибут.
Характер:Довольно самоуверенная, азартная, и несколько грубоватая личность. Саду удивительным образом сочетает умение сохранять размеренное спокойствие и готовность в любой момент вступить в бой. Она любит провоцировать, и с готовностью примет вызов, конечно же, не какой либо, но тот который позволит показать себя во всей красе. В культуре Аха весьма серьезное отношение к смерти и "достойному врагу", чем сильнее враг - тем важнее заполучить с него трофей, но это также работает и в другую сторону. Воспитанная как Хине-Муру - одна из главных целей в жизни Саду это достойная смерть после которой враг заберет её голову как трофей, или же попадание в рабство в результате дуэли, что является традиционным способом заключения брака для такой как она.
Не смотря на стремление к силе, эмоциональность и даже жестокость - Саду удерживается от тёмной стороны. Для неё Сила это "Поток" стихийный, первобытный, слепо плыть по течению которого также наивно как и пытаться подчинить себе. Нужно уметь сосуществовать, также как хищники сосуществуют с добычей. И Саду желает быть крупнейшим хищником.
История:Среди бесчисленных миров галактики сотни и тысячи миров остаются в лучшем случае точками на звездных картах которым присвоены бездушные индексы, а существование иных и вовсе никого не волнует. И чем дальше от центральных миров тем проще таковой встретить. Впрочем, "никому не нужными" таковые миры остаются ровно до момента как кому-нибудь не придет в голову поискать там какие-нибудь полезные ресурсы. Именно так одна из дочерних компаний корпорации Цзерка основала свою колонию на NZ-1840-1006 - континентальном мире оказавшимся богатым источником Ауродиума. Мир также оказался населен человеко-подобными видом именовавшим себя ау-ра первые попытки наладить контакт закончились весьма кровопролитно, впрочем, после привлечения специалистов - проблему первого контакта удалось загладить и даже установить торговые отношения, продавая индустриальные товары в обмен на местную еду.
Но куда больше каких либо побрякушек или "благ цивилизации" ау-ра интересовало оружие пришельцев. Целые повозки еды в обмен на одинокий охотничий карабин "для вождя", потом кто-то заинтересовался "культурными артефактами", которые уже ни на что кроме оружия они были не готов обменивать. Потом часть обменов пошла мимо корпоративной бухгалтерии, а когда слухи про выгодный бартер оружия достигли контрабандистов - ситуация уже окончательно вышла из под контроля. Часть племен объединилась, под знаменами Аха и использовала полученное оружие для завоевания или уничтожения других, которые также быстро сориентировавшись начали закупаться оружием.
Именно под конец "бластерных воин" Саду познакомилась с командой охотников за головами Эклипс. Будучи одним из "шаманов" ау-ра она отлично владела общим и стала переводчиком для команды которой надо было выследить одного из контрабандистов который решил кинуть своего босса, и что ему будет легко затеряться на примитивном мире, в который уже начинали прибывать независимые поселенцы. В процессе сотрудничества также выяснилось что "Карающая Дева" титул не совсем духовного лидера, и что их новая знакомая весьма неплохо владеет Силой, или как его называла сама Саду - Аю, потоком. Когда же цель была настигнута - Эклипс предложила Саду отправится с ними в внешние миры. Она желала защитить адепта силы от попадания в руки джедаев или ситхов, а самой Саду было достаточно любопытно чтобы согласится. "Нужно увидеть ваши миры если мы планируем их когда-нибудь завоевать".