Special Abilities
-
Unique
-
Melee Attack (Can attack only adjacent enemies)
-
Double Attack (On her turn, this character can make 1 extra attack instead of moving)
-
Intuition (Once per round, after initiative is determined, this character can immediately move up to her speed before any other character activates)
-
Betrayal (On an attack roll of natural 1 against this character, the attacker joins this character's squad until the end of the skirmish)
-
Light Tutor (At the start of the skirmish, choose an ally. If that ally does not have a Force rating, it gains Force 1 and can spend this Force point normally; it is considered to have a Force rating for the rest of the skirmish. If that ally already has a Force rating, it gains 1 Force point.)
-
Dark Master (At the start of the skirmish, choose a Unique allied character. That character may spend this character's Force points as if they were its own.)
Force Powers
-
Force 2
-
Force Renewal 2 (This character gets 2 Force points each time she activates)
-
Knight Speed (Force 1: This character can move 4 extra squares on her turn as part of her move)
-
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
-
Healing Aura (Force 3, replaces attacks; remove up to 20 damage from this character and up to two living allies adjacent to this character.)
-
Force Lightning 4 (Force 4, replaces attacks: range 6; 50 damage to target. Huge or smaller characters are considered activated this round; save 16)
-
Force Sense (Force 1, usable only on this character's turn: Enemy characters lose Stealth for the rest of the round)
Commander Effect
At the end of this character's turn, 1 Unique follower within 6 squares can make 1 immediate attack at +10 Damage.
"There is no truth in the Force. But there is truth in you, exile. And that is why I chose you." ―Kreia