Jedi Knight

Sheets for the Bronze Class: Tier 6 enemies will be kept here.
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Jedi Knight

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Post by Tony »

Name
Jedi Knight

Reward:
6 xp (1st run)
Jedi Holocron (+5 to Gather Information checks) (2nd run)
Jedi Card (Extreme Challenge): Strike Raid - Throw any melee weapon at range for a 1d2 physical attack combo before having it return to you - 400 mp

Description:A tall man, about 6'0" tall, weighing 165 lbs, with short brown hair and deep brown eyes. He wears a dark brown robe overtop of a tan tunic, tan pants, and dark brown boots, with a confident, tall, authoritative stance. In his left hand, he holds a single bright green lightsaber.

Jedi Knight was a rank of Jedi in the Order, following the title of Padawan and preceding that of Jedi Master. A Padawan would become a Jedi Knight once he or she had passed the Jedi Trials. Knights were the backbone to the Jedi Order, being the majority. Jedi who held this rank were assigned most of the standard Jedi missions. Because most of the Jedi were of the rank of Knights, the Jedi Order as a whole were often called Jedi Knights.


Weapon of Choice:
Lightsaber

HP: 52,000
MP: 5000
Physical Soak: 4000
Mental Soak: 6000

Dodge Roll:
1d160+78 block (Note: when blocking melee, Jedi will automatically counter with a disarming strike, 1d100+45. If successful, weapon is removed from target's hand. If critical, weapon is destroyed.)
1d140+68 dodge

Attack Behavior:

Phase 1 (Diplomacy):
1) Compromise: The Jedi attempts to use a form of subtle Force guidance to encourage the fighter to not fight. (1d170+80 vs. Magic Defense. If successful, battle ends in a defeat; if failed, move to Phase 2.)
2) Jedi Mind Trick: The Jedi will attempt to use a less-subtle form of persuasion to dissuade an enemy from fighting. (If a character has less than 200 Willpower, battle automatically ends in a failure. If more, move to Phase 2.)

Phase 2 (Combat):
1, 2: Saber Combo: The Jedi attacks with his lightsaber. (1d140+68, 1d3 hits, 4000 unsoakable damage)
3: Saber Cleave: The Jedi attacks all enemies with a great swing of his lightsaber. (1d140+68, all targets, 4000 unsoakable damage)
4, 5: Force Push: The Jedi balls up a burst of Force in his free hand, then launches it at an enemy. (1d150+73, one target, 8000 damage and Knockdown)
6, 7: Force Throw: The Jedi hefts up pieces of debris from the area and pummels enemies with them. (1d150+70, all targets, 1d4 hits, 6,000 damage)
8: Lightsaber Throw: The Jedi draws his lightsaber back, then hurls it at an opponent like a javelin. (1d140+68, one target, 6000 unsoakable damage)
9: Lightsaber Sweep: The Jedi throws his lightsaber off to the side, which instantly starts to swing around in a great arc, spinning like a buzzsaw, to strike all enemies. (1d140+68, all targets, 1d2 hits apiece, 3,000 nonsoakable damage)
10: Jedi Inner Healing: The Jedi focuses on the Force all around him and uses it to heal himself. (30% HP recovery)

** SPECIAL **
The Jedi are tricky opponents, as their lightsabers are able to reflect energy projectiles and destroy normal projectiles in the air. With the Force as their ally, the Jedi use their lightsabers in a variety of defensive techniques.

If the Jedi is attacked with an energy projectile weapon, it will roll to block the attack. If the Jedi successfully deflects the attack, the Jedi's defense roll is considered to be the 'attack' roll for the blast rell, and the original attacker must roll dodge to beat that roll. However, if it is a normal projectile (bullet, arrow, etc), the Jedi will simply destroy the projectile with the lightsaber and not reflect it back to its origin.

Jedi are unable to block Machine Guns, Assault Weapons, or Shotguns.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

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