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Nikita Hunter

Age: 30

Eyes: Blue Green

Class: Jedi Sentinel 8, Jedi Knight 7

Hair: Black

Class Integrated: Jedi Knight 8 and 9


Jedi Master 5

Height: 61

Weight: 165lbs
Template (if any): Titan

Movement: 180ft

Languages Spoken:
Common, Japanese, Spanish,
Elven, Orc, Dwarf, Goblin,
Russian, German

Force Points (9 + Level) * (Force boon feat)


Adds +3d6 to an attack roll, skill check, ability check.

STR:

52

+21

DEX:

31

+10

CON:

50

+20

INT:

32

+11

WIS:

42

+16

CHA:

33

+11

BAB
Hit Points
AC
Initiative
Melee

+35

+56/+54/+52/+50 or
+56/+56/+56/+56 lightsaber

Ranged

+45/+43/+41/+39

DR

60/lawful and Epic unless a


heart shot.

Regeneration

SR

48

1400
+54 (+27 natural , +3 Dex, +11Cha, +3 Divine, +3 Dodge)
+34 (UTF),may take 10 on checks

Saving Throws

Base

Fortitude
Reflex
Will

12
12
12

Attribut
e
19
10
16

Misc

Misc

Total

+6
+6
+6

+15
+15
+15

+52
+42
+49

Climb (Str): (Level +6)+18 May take 10, but not 20

Jump (Str): (Level +6)+18

Ride(Dex): (Level +6)+3

Listen(Wis): (Level +6)+13

Acrobatics(Dex): +26

Swim(Str): (Level +6)+18 May take 10

Deception (Cha): +31

Spot(Wis): (Level +6)+13

Survival (Wis):+36 May take 10

Craft(Int):+21 scrimshaw, +21 carpentry

Profession (Wis):+26 sailor, +26 navigator, +26 cook


+26 masseuse, +23 scribe

Use Computer(Int):+31

Perform (Cha) +21 dance, +21 tea ceremony,+18 sing

Perception(Wis): +36

Stealth(Dex):+26

Persuasion (Cha):+31 may take 10

Endurance (Con):+39

Perception(Wis): +36

Treat Injury(Wis): +36 May take 10

Initiative (Dex):+26 may take 10 on initiative checks

Knowledge(Int)+21 nobility and royalty, +21


geography,+21 Engineering/Architecture, +21
Dungeoneering

Use the Force (Cha):+31

Special Abilities
Divine Aura (Su): Short range (25 ft. +5 ft. per 2 Hit Dice/Levels).
Spell-like Abilities (Su): At will - commune, dream, ethereal jaunt, geas/ quest, greater dispel magic, greater teleport, magic jar,
sending, tongues; 3/day - limited wish. Caster Level equal to total Hit Dice/Levels + 3 (Divine Bonus).
Divine Senses (Ex): The senses of a Titan are three times superior to that of the base creature.
Darkvision 60ft
Oversized Weapon (Ex)-A titan can wields Large weapons without penalty.
Change Shape (Su)- A titan is normally Medium sized, but can assume a Huge size. The titan retains its oversized weapon special
attack regardless of form
Spell-Like Abilities- Nikitas Caster level is 20th. The save DCs are Charisma-based
At will-prestidigitate/ghost sounds, chain-lightning, cure critical wounds (DC 22), levitate. 1 per day- Greater Teleport
Power MoveThis move affects everything within a 50ft radius of Nikita, summoning a whirlpool of water so powerful; it scours even
sand into glass. 17d6 damage (Reflex save for ) and hurled out of area of effect, regardless of save.
Jedi Talents (11)
Force Recovery (Control Talent tree) As a full round action, you may make a DC 15 UTF check. If successful, you
may regain one spent Force power of choice.
Dark Side Sense (Sentinel Talent tree) - You may reroll any UTF checks to root out the presence and relative location of
any creature with a Dark Side score of 1 or more. You must take the reroll, even if it is worse.
Dark Side Scourge (Sentinel Talent tree) You gain a bonus to damage against creatures with a Dark Side score of 1 or
more equal to your Charisma modifier.
Force Intuition (Jedi Guardian Talent tree) - You may use your UTF check for Initiative rolls.
Multiattack Proficiency x3 (Duelist Talent Tree) - Nikitas full attack actions with a lightsaber take no penalties on the
successive attacks.
Force Fortification (Duelist Talent tree) - You may spend a Force point to negate a critical hit, even if youve spent a
Force point that round.
Force Pilot (Sense Talent tree)- You may use your UTF check for Piloting checks.
Force Focus (Control Talent tree) - As a full round action , make a UTF check DC 15. Success regains you a spent Force
power of your choice.
Force Recovery (Control Talent tree) 1per day when at/below half your HP, as your second wind, recover 1/4 th your
total HP +1d6 per Force point (max 10d6)
Katana space (5 slots)
Lightsaber Combat Tree
Block-May block melee attacks as a reaction, UTF check = to attack roll (-5 penalty per use since your last turn)
Deflect- May block ranged attacks as a reaction. UTF check = to attack roll (-5 penalty per use since your last turn).You
may use this ability to take damage from autofire attacks
Lightsaber Throw- May use your lightsaber as a thrown weapon, standard ranged penalties apply. If thrown within 30ft,
you may pull it back to your hand with a DC20 UTF check.
Redirect Shot- Once per round, when you successfully redirect a blaster bolt, you may turn it at any target in line of sight
with normal ranged penalties.
Lightsaber Forms Tree
Shii-Cho- When using the Block or Deflect talents, you take only a cumulative -2 to your UTF check for each previous
block or deflect attempt
Nikita has spent 45 points to purchase 3 Force powers as at-will abilities*.
Force Techniques (4)
Improved Force Trance- For each hour in a Force trance, regain 2x your character level in hp
Improved Move Light Object- Move light objects as a swift action and use that light object as a move action.
Force Point Recovery (x2) - Regain 2 Force points spent at the end of an encounter.
Force Secrets (4)
Devastating Power- When using a Force power that deals damage, spend a Force point to increase the damage 50%
(Spend a Destiny point to double the die)
Multitarget Power- When using a Force power that affects 1 target, spend a Force point to affect two. (Spend a
Destiny point to affect levels.)
Quicken Power- When using a Fore power requiring a standard action or move action, spend a Force point to use as

a swift action (Destiny point to activate as a reaction)


Distant Power- When using a force power with a numerical range, spend a Force point to increase x 10.(Spend a
Destiny point to increase to anywhere in the same star system.)
Fearless- Nikita is immune to fear effects
Serenity-Full round action, enter a meditative trance. Lose Dex to Defense but still aware. May emerge from the trance as a swift
action, next UTF or attack roll is considered to be a natural 20
PORTFOLIOS
SEA DOMAIN
Granted Power: You can turn or destroy fire creature/Rebuke,
command or bolster sea creatures
1 Obscuring Mist: Fog surrounds you.
2 Fog Cloud: Fog obscures vision.
3 Water Breathing: Sculpts stone into any shape.
4 Control Water: Raises or lowers bodies of water.
5 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
6 Cone of Cold: 1d6/level cold damage.
7 Acid Fog: Fog deals acid damage.
8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
9 Elemental Swarm: Summons multiple water elementals.
Spell-like Abilities Use any sea domain spell as spell-like ability
Standard
Hostile Environment (Arid/Fire) Competence penalty (divine rank)
all rolls in arid or fiery locale.
Fire Vulnerability Suffer 50% extra damage from fire based attacks
and spells Always Active
Aquatic You gain the aquatic subtype
Scion of the Sea Competence bonus (divine rank) on attack,
damage, AC when you and opponent in the water.

THUNDER DOMAIN
Granted Power: Turn or destroy cold creatures/Rebuke, command or
bolster air creatures
1 Shocking Grasp: Touch delivers 1d6/level electricity damage.
2 Fog Cloud: Fog obscures vision.
3 Lightning Bolt: Electricity deals 1d6 damage/level.
4 Shout: Deafens all within cone and deals 5d6 sonic damage.
5 Call Lightning Storm: As call lightning but 5d6 damage per bolt.
6 Chain Lightning: 1d6 damage/level; 1 secondary bolt/level each deals
half damage.
7 Control Weather: Changes weather in local area.
8 Whirlwind: Cyclone deals damage and can pick up creatures.

9 Storm of Vengeance: Storm rains acid, lightning and hail


Spell-like Abilities Use any thunder domain spell as spell-like ability
Standard
Hostile Environment (Undercover) Competence penalties (divine rank) on
all die rolls indoors.
Cold Vulnerability Suffer 50% extra damage from cold based attacks and
spells Always Active
Electricity Immunity You are immune to electricity Always Active
Scion of Storms Competence bonus (divine rank) on attacks, damage, AC
while outdoors

DIVINE ABILITIES
Achilles Heel

3x damage reduction. Foes hitting weak spot automatically critical for max damage.

Multifaceted

+6 feats

Superior Critical

Your critical threat range is quadrupled. This supersedes/does not stack with the Improved Critical and Greater
Critical feat chain. A weapon with a threat range of 20 becomes 17-20. A weapon with a threat range of 19-20
becomes 13-20. A weapon with a threat range of 18-20 becomes 9-20. A weapon with a threat range of 17-20 now
threatens on a 5-20.

Force Powers (2 + 2x Wisdom Mod)


Regaining Force powers- When a power is used, it is no longer available until:-Combat over/rest for one minute -Natural 20 on UTF
check= regain all spent Force powers. Some Force abilities grant other ways to replenish.
Force Power Suite
Power

Time

Uses

Target

UTF check

Special

Battle
Strike

Swift

You

+1 Force bonus to hit. +3d6 damage

Spend Force point to add +2d6


damage

Force
Disarm

Std

1 within
30ft and
LOS

If disarm, item drops/flies to your hand. May


damage/destroy item, target takes UTF check damage.

Must declare destroy/damage


attempt before disarm check

Force
Grip

Std

1 within
30ft and
LOS

6d6 to target, If check exceeds target Fort defense, only


swift action on target turn

May maintain; stnd action/new UTF


check. Spend Force point for +2d6
dmg.

Force
Slam

Std

30ft cone

Yes, Compare to Fort save for , if succeed, 4d6 &


prone if not, 2d6 and not prone

Spend Force point to add +2d6


damage

Negate
Energy

React

1 energy
attack vs
You

If check exceeds damage/DC, no damage taken

Must be aware and not flat footed,


Spend Force point to regain
hp=damage

Rebuke

React

1 Force
attack vs
You

Yes vs foe, if successful redirect the attack. Succeed by


5, power affects the caster, if desired

Spend Force point to negate if it is


rebuked back at you

Surge

Swift

You

+30 to jump/speed until end of next turn.

Spend Force point to add +10 to


jump/+10ft to existing bonus from
UTF

Move
Object

Std

1 within
30ft and
LOS

If a living creature, target gets Will save and may target


another creature by beating a Reflex save. Med2d6/Large-4d6/Huge-6d6/DC 30-Gargantuan 8d6/DC
35-Colossal 10d6

Maintain per round. Fliers oppose


with grapple check. Force point ups
1 size and +2d6. A Destiny point can
up size by 3/+6d6 to
Colossal(station) and 16d6

Mind
Trick

Std

1 within
60ft and
LOS

Yes, exceed targets Will save, you may: inflict minor


hallucinations , allows you to distract and use Stealth
skill, even if target is aware of you, May feint so target
loses Dex mod to AC, Make suggestion, even
unpalatable one, seem reasonable. Suggestion may not
obviously endanger the target, but target wont realize
error, Cause fear to the target, it flees at top speed for 1
minute. Fear is negated if target is equal or higher in
character level.

May use a Force point to improve


the targets attitude by one step, plus
one additional step per 5 points that
your UTF surpassed the targets Will
save

FEATS

*indicates bonus feat from class/other source

Force Sensitivity- may


take 10 on UTF

Activate Force Power- requires no action.


Force Trance- As a full round action, enter trance on a DC 10 UTF check. You are fully aware of your surroundings;
you regain your level in hp per hour in the trance and may emerge as a swift action.
If in a Force trance for 4 hours, you emerge fully rested. In a force trance, you can go 10 times longer than a normal
person without food or water.
Move Light Object- As a move action ,you may use the Force (DC 10) to telekinetically lift and move a light object
up to 5kg 11lbs) up to 30ft in any direction. You may use this as a projectile weapon (DC 15, 1d6 blunt damage)
Search Your Feelings- As a full round action, UTF DC 15 to determine if a particular action is directly favorable or
unfavorable within the next 10 minutes.
Sense Force- Automatically, you sense disturbances in the Force. Locations strong in either side of the Force may be
felt out to 1 kilometer. Relatives, companions or close friends in mortal danger/great pain may be felt to 10,000 light
years. A great disturbance, such as destruction of a entire populated planet or the distress of a whole order of allies ,
may be felt anywhere in the same galaxy. As a full round action, you may sense other Force users to a range of
100km. On a DC 15 UTF check, you determine their numbers, their approximate distance and direction and whether
you have met them before or not. They may conceal their presence with an opposed UTF check.
Sense Surroundings- As a swift action, DC 15 UTF check to ignore cover and concealment to make Perception
checks to detect/observe targets. DC increases by 5 if targets have total concealment.
Telepathy- As a standard action, you may establish a telepathic link with a distant creature. You may exchange
emotions or a single thought. The target must be willing or fail a UTF check vs. Will Defense. If it fails,
the target is immune for 24 hours. The DC varies according to range. Same Planet- DC15/Same System- DC
20/Same Region/Quadrant- DC 25/ Different Region-DC 30

Martial Arts (3 feats)-

+3 to Reflex saves, 2d6 unarmed damage.

Rapid Strike

You may make two strikes as a single attack against a single target with a -2 penalty to both.

Triple Crit

You may inflict triple damage on a successful critical hit with one weapon type (Unarmed strikes in this case)

Quickdraw

You may draw a weapon as a free action

Never Surrender

The first time in an encounter when you would be reduced to 0 hp, make an Endurance check (DC equals the damage
dealt) If successful, you are at 1 hp.

Force Boon

+3 Force Points per level

Power Attack

You may subtract from your attack bonus (up to your BAB) to gain a bonus to damage. If using a weapon two

Greater/Improved
Critical

This is the prerequisite for Divine ability.

Zen Warrior [TOP]

May use Wisdom Mod to hit/damage, and for any opposed roll in combat (such as trip, disarm, bull rush. May make a
single melee attack against an opponent up to 30ft outside of your normal melee threat range. All melee attacks are
now touch attacks.

Touch Me if You Can


[TOP]

+3 dodge to AC. Spend an attack of opportunity to turn ranged/melee/ranged touch attack into a miss instead. (may
declare after the hit is resolved) You gain a 50% miss chance against all attacks instead of your 20% one. Only 30%
of this is a (Su) glamer effect, however, and you retain the remaining 20% miss chance regardless of attempts to
determine your true location.

Whirlwind Attack
{TOP]

+3 to Balance. Until your next round after making a whirlwind attack, you may take an attack of opportunity against
any opponent that enters your threatened area. Full round action, may charge overrunning any creature in your path,
and may make a single attack against each opponent you can reach at any point during your movement. Roll once and
compare to each AC.

Lightning Reflexes
[TOP]

+3 to Reflex. Gain Evasion/Imp Evasion. Make Balance check instead of Reflex save. +3 to Initiative. Full Defense
adds level to AC..

Insightful Strike
[TOP]

Use Wis in place of Str, Doubles threat range, doubles crit mod, Melee weapons considered to have enhancement
bonus equals to your Wis mod

Blitz [TOP]

May lose Dex to AC to inflict +1d6 damage. May add your BAB to damage, but provokes AoO.-2 to attacks rather
than -5. Free intimidate check if you inflict damage. Full attack as a standard action.

Deflect Arrows [TOP]

Once per round per point of Dexterity mod, use a free hand or any weapon to deflect a ranged attack (aware of the
attack and not flat-footed). You may use this ability to deflect an arrow aimed at an ally within your reach and may
deflect magical rays and exceptional weapons like alchemist's fire with this ability.

Blindfighting [TOP]

Reroll your miss chances caused by concealment, if blinded you move your normal speed without
difficulty.Blindsense 60/Tremorsense 120. Cannot be caught flatfooted.

Danger Sense [TOP]

+3 Initiative . Always considered actively searching, Uncanny Dodge, May take 10 on Perception checks. Sense
Motive vs foes Bluff within 60 with harmfull intent reveals location of foe. Never surprised and always acts on first
round of any combat.

Crit Fisher [TOP]

+3 to critical confirmation, Increase threat range/crit modifier by 1 (apply after any other multipliers) 50% chance to
ignore Fortification/immunity to critical hits. When you crit, +2 to hit/damage for 3 rounds vs foe.

Mage Slayer [TOP]

Spell Resistance of 5 + Character Level. Damage you inflict is considered "ongoing damage" for the purposes of
concentration checks made before the beginning of your next round. All your attacks in a round are considered the
same source of continuing damage. Creatures cannot cast defensively within your threat range. Your attacks ignore
Deflection bonuses to AC. When a creature uses a [Teleportation] effect within medium range of yourself, you may
choose to be transported as well. This is not an action.

5 +4 Epic feats
Combat Summary
Weapon

BAB

Damage

Critical

Ammo

Type

Range

Notes- All melee


weapons considered
a +16 weapon.

Unarmed
Strikes
(preferred)

+56/+54/+52/+50

2d6+21

12-20,x6

Melee strikes as
touch attacks

Unarmed
Rapid strike

+54/+54/+52/+52/+50/+50/+48/+48

2d6+21

12-20,x6

as above

Lightsaber
(green blade),
Titan weapon

+56/+56/+56/+56

2d8+21
(4d8 as
Huge)

16-20,x4

Energy/Slashing

Melee strikes as
touch attacks. Is
waterproof.

Lightsaber
Rapid strike

+54 x 8 attacks

2d8+21
(4d8 as
Huge)

16-20x4

Energy/Slashing

as above

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