Special Abilities
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Unique
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Melee Attack (Can attack only adjacent enemies)
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Double Attack (On his turn, this character can make 1 extra attack instead of moving)
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Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if he moves this turn, but he must make them all before resuming movement.)
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Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings)
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Gregarious (+4 Attack if an ally is within 6 squares)
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Acrobatic (Ignores enemy characters when moving)
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It's a Trap! (Enemies with Stealth within 6 squares lose Stealth)
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Adept Repair (T3-M4/HK-47) (Usable once per round on this character’s turn; touch; remove 10 damage from an allied Droid. If this character counts as T3-M4 or HK-47 remove 20 Damage)
Force Powers
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Force 2
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Force Renewal 1 (This character gets 1 Force point each time he activates)
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Master of the Force 2 (May spend Force points up to 2 times in a single turn)
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Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
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Force Blast 3 (Force 3, replaces attacks: sight; 40 damage and push back target 2 squares; save 11 reduces the damage to 20)
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Sense the Future (Force 2: Once per round, after initiative is determined, you may exchange your initiative check with your opponent's initiative check)
Commander Effect
After initiative is determined Unique living Allies with Force Ratings may spend 1 Force Point. Get +1 or -1 to your initiative roll for each force point spent in this way. (Each ally may only spend 1 Force point to affect initiative per round.)
"I am sorry I started you on this path. But you chose to continue down it"
7/22/2013 9:29:17 PM
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7/22/2013 10:40:58 PM (Updated: 7/22/2013 10:41:37 PM)
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