Special Abilities
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Unique
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Diminutive (This character does not provide cover or block movement)
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Protected (At the beginning of the skirmish, choose a Unique allied character. If the chosen character is adjacent to this character, this character is not a legal target for enemy attacks or abilities, even from adjacent enemies.)
Force Powers
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Force 2
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Force Renewal 1 (This character gets 1 Force point each time it activates)
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Force Heal 20 (Force 2, replaces attacks: touch; remove 20 damage from a living character)
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Force Grip 1 (Force 1, replaces attacks: sight; 10 damage)
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Force Alter (Force 1: range 6; any 1 enemy rerolls its last attack)
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Force Stun (Force 1, usable only on this character's turn: range 6; target living enemy is considered activated this round; save 11)
"Come on, baby! Do the magic hand thing!" -Greef Karga