The Plagued One

Myralda Looska's page

53 posts. Alias of Blue Drake.


Race

Fort 22, Ref 23, Will 23 | Lightsaber +12 (2d8+3), Powerful Charge Lightsaber +16 (2d8+7), Redirected Shot: +11 (weapon's damage)

Gender

Female Miraluka (Jedi) | hp 116/116, Force Uses 20/20 | Init 7, Per 17 |

About Myralda Looska

History:
Myralda remembers little of her first life with her parents. At a young age, she was taken to the Jedi Academy on Coruscant to begin her jedi training. Like most Miraluka, she had a natural talent at sensing the Force and using it, even at a young age. Her heightened abilites and lack of natural eyesight kept a distance between her and the other younglings, and Myralda found herself becoming more and more isolated from them. Keeping to herself, she did not open up to others easily, and her growth in the Force slowed.

However, at the early age of 8, Myralda was picked by her master, Vika Rei, a Togruta. Chosen for her independence and special connection for the Force, Myralda was instructed how to depend on others; the Force flowed through all creatures, and severing one from others severed one from the Force. It took some time, but Vika's patience won out as she took her role as master seriously.

As a padawan, Vika learned much about the galaxy that she had been sheltered from in the academy. Her master believed strongly in protecting the weak, and they often found themselves in conflict with those that sought to hurt others. It was here that Vika taught her the lightsaber form Shii-Cho. A form dedicated to defense, Vika's style with it brought down many foes without any harm. It became the main style of lightsaber form that Myralda practiced, seeking to be just like her master.

Myralda's talent with the Force quickly grew under Vika's instruction. Letting down the walls she had unknowingly built as a youngling, she found new ways to used the Force, soon surpassing her master in both skill and power. With such progress, she was well on the way to becoming a Jedi Knight.

One of the last missions before her trials to become a Jedi, Myralda was sent out to collect a crystal for her lightsaber. After a long journey, Myralda returned with a yellow Solari crystal. Soon, her own lightaber was built, and she was ready to take the trials to become a Jedi Knight.

However, the Force had other plans in store for her. The galaxy turned into chaos as the Republic declared war on the Trade Confederation with a mysterious new army. Sent to the frontlines to lead the troops, Myralda got her first real taste of war, and hated it. Surrounded by death and destruction, Myralda constantly had to fight off depression and despair. Vika was often her anchor during these times as her mentor helped her with her inner conflicts.

After almost three years of constant conflict, the master and padawan found themselves under sudden attack by the a Separatist fleet. With reinforcements already inroute, the Republic forces tried to hold on against the surperior numbers. Several boarding droids hit the flagship, and Myralda and Vika joined the troops in fending them off.

Myralda can still remember the moment it happened. A sudden flash of illumination hit her, vividly showing the corridor being torn apart in an explosion. Confused, Myralda stopped, unsure of what had happened. Vika stopped as well, flipped around and sent a sudden Force blast directly at Myralda. The blast sent her flying back into the previous corridor as the blast doors shut. The next moment, Myralda felt her master's life force vanish.

Returning to Coruscant after her master's death, Myralda was given little time to mourn, though the Masters were worried that she had made such a strong bond with her master, a principle frowned upon in the Jedi Order. She was given small tasks to preform at the temple for a short time, before the need for more Jedi grew too great, and she was sent back out. Alone.

Heading a small division of troops as a Padawan still, Myralda learned to once again build the walls she had had as a youngling, locking the emotions away without moving on. Her connection to the Force weaned as she once again slowly removed herself from the world around her. It was easier this way; no one worried about her emotions, she didn't have to face all that inner turmoil, and the effect of the war was greatly diminished.

After some successful ventures in the field, Myralda was assigned to the Special Task Force Division to be able to work more efficiently with a smaller amount of troops. Learning to lead and control the situation where her master once did it all, Myralda lead her troops bravely.

After her lastest venture, Myralda received a message of a new mission on Bespin. The planet had been captured by the Separatists, cutting the Republic off from their large revenues of tibanna gas. Summoned by the Jedi Knight stationed near the system, Myralda was transferred a large sum of credits to make the operation successful and sent to meet the others that were chosen for the task.

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Appearance and Personality:
Myralda, once quiet and indecisive, has learned to be more open and commanding, having to make important split decisions that affected the lives of her troops. Calm and efficient on the battlefield, Myralda often faces emotion strain after several conflicts. Her sensitivity to the Force, now slightly repressed, often pulls her mind into it's sway more than others, feeling the deaths on both sides of a conflict more deeply.

Once Myralda opens up to those around her, she is kind, and forms strong bonds with companions, despite the practice being looked down on in the Jedi Order. One thing Myralda never does is leave behind a companion, risking life and limb even for those that are too injured to continue. Though not having been tempted from the Dark Side personally, she has felt the beginning stages, being fear and despair during the first year of the Clone Wars.

Myralda is a slender female Miraluka of average height and build and long, wavy, dark brown hair. Wearing the customary robes of the Jedi Order, Myralda wears no armor under the blue cloak, her fighting style requiring all the manueverability she can get. Like most Miraluka, Myralda wears a blindfold around the spot that the eyes would normally be to not draw attention to herself.

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Stat Block:
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Myralda Looska
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Medium Miraluka {KotOR 16} Jedi 7/Jedi Knight 1
Height 1.8m, Weight 70kg, Age 19, Hair Brown, Skin Light
Init +7; Senses Force Sight {KotOR 17}; Perception (with Use the Force) +17
Languages Basic, Miralukese

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Defense
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Ref 23 (flat-footed 20), Fort 22, Will 23
HP 116; Second Wind +29; Threshold 22

Special Defenses
Block {Core 41}, Deflect {Core 41}, Shii-Cho {Core 219} - Can block a melee or ranged attack with Use the Force; -2 cumulative penalty on check for each additional use since last turn

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Offense
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Speed 6 squares (30 ft)

Melee lightsaber* +12 (2d8+3) or
Melee lightsaber* +16 (2d8+7) and -2 Ref with Powerful Charge
Ranged redirected shot +11 (varies)

Base Atk +8; Grp +11

Atk Options
Force Suite - See Force Powers below
Powerful Charge {Core 87} - +2 on attack and +1/2 lv on damage when charging
Quick Draw - Drawing a weapon is a swift action
Redirect Shot {Core 41} - Roll attack against target after deflecting a ranged attack

*lightsaber: self-built, ignore DR, +2 to Deflect attempts, Force-activated (More info below)

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Statistics
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Str 8 (-1), Dex 16 (+3), Con 14 (+2), Int 10, Wis 17 (+3), Cha 16 (+3)

Background
Orphaned - Master {RECG 18}

Talents
Block {Core 41}, Deflect {Core 41}, Force Perception {Core 101}, Redirect Shot {Core 41}, Shii-Cho {Core 219}

Feats
Force Sensitivity {Core 85} - Can Use the Force
Force Training (x3) {Core 85} - Gain (1 + Wis) Force Powers
Powerful Charge {Core 87} - +2 on attack roll and +1/2 lv bonus on damage
Quick Draw {Core 87} - Draw a weapon as a swift action
Skill Focus (Use the Force) {Core 88} - +5 on top of skill training
Weapon Finesse {Core 89} - Use Dex instead of Str for light melee weapons and lightsabers
Weapon Focus (lightsabers) {Core 89} - +1 on attacks with lightsabers
Weapon Proficiency (lightsabers, simple weapons) {Core 89} - No penalty to using chosen weapons

Trained Skills
Gather Information +12 (Background), Knowledge (Galactic Lore) +9, Perception +7 (may Use the Force +17 instead), Survival +12 (Background), Treat Injury +12 (Background), Use the Force +17

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Special Abilities
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Force Sight (Racial) {KotOR 17} - Although blind, Miraluka can "see" by using the Force. They act normally without taking any penalties for blindness when in the presence of living creatures or life of any kind. This trait enables them to make Perception checks, and read and write as a sighted person. They can ignore the effect of darkness as if they had darkvision. Miraluka cannot, however, detect creatures that are "invisible" to the Force such as the Yuuzhan Vong and the ysalamiri. These creatures have total concealment from Miraluka, as do creatures in areas that dampen or suppress the Force. Additionally, the Miraluka ignores all penalties to Perception checks from cover and concealment (but not total cover or total concealment). Miraluka do not increase the DC of Use the Force checks made to Sense Surroundings against targets with total cover.

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Possessions
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self-built lightsaber (Solari crystal (yellow), Force-activated, detailed in next spoiler), comlink (short range, encryption), credit chip, glow rod (x2), audio recorder, medpac (x2), syntherope (45m), field kit (all-temperature cloak, glow rod (x2), breath masks (x2), filters (x24), atmosphere canisters (x12), condensing canteens (built-in water purification systems)(x2), a week's worth of rations), binder cuffs, mesh tape (x2)

Credits 46,845

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Lightsaber:
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Myralda's Lightsaber
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Myralda's current lightsaber is self-built. Using a yellow Solari crystal, the blade is a bright yellow and wider than most, allowing easy deflection of bolts. The lightsaber is built without an activation button, requiring activation by using the Force. The lightsaber is attuned to its builder only, Myralda.

Color: Yellow
Damage: 2d8
Atuned Bonus: +2 to Deflect

Lightsaber Building Rules: Core 40, Building a Lightsber blurb
Solari Crystal: +2 to Deflect {JATM 55, 58}
Lightsaber Attunement: Crystal bonus only to attuned user {Core 40, JATM 54}
Lightsaber Options, Force-Activated: Use the Force DC 5 to activate lightsaber {JATM 60}

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Force Powers:
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Force Powers
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Use The Force +17
Force Points 20/20 (Force Training x4 (Start & Racial (1 + 3 Wis), Level 6 & 7 (3 + 3 Wis)))
Force Powers 20 (Force Training x4 (Start & Racial (1 + 3 Wis), Level 6 & 7 (3 + 3 Wis)))
Circle of Shelter, Cloak, Drain Energy, Disarming Slash, Energy Resistance, Farseeing, Force Disarm, Force Shield, Force Slam, Force Stun, Hawk-Bat Swoop, Inertia, Ionize, Mind Trick, Move Object, Negate Energy, Saber Swarm, Sarlaac Sweep, Surge, Vital Transfer

Force Suite
Cloak {CWCG 50}
--You can bend light around your body, rendering yourself invisible to anyone looking in your direction.
--Time: Standard action.
--Target: You.
--Make a Use the Force check. The result of the check determines the effect, if any:
DC 15: You are considered to have total concealment against all targets until the beginning of your next turn.
DC 20: As DC 15, and you gain a +2 Force bonus to Stealth checks until the beginning of your next turn.
DC 25: As DC 15, and you gain a +3 Force bonus to Stealth checks until the beginning of your next turn.
DC 30: As DC 15, and you gain a +4 Force bonus to Stealth checks until the beginning of your next turn.
Special: You can maintain the Cloak power from round to round, extending the normal duration. Maintaining the Cloak power is a Standard action, and you must make a new Use the Force check each round. If you take damage while maintaining this power, you must succeed on a Use the Force check (DC 15+damage taken) to maintain the power.
--Special: You can spend a Force point to increase the bonus to your Stealth checks by +5.

Drain Energy {JATM 25}
You can draw power out of powered objects, such as a blaster's power pack or a power generator.
--Time: Standard action.
--Target: One powered weapon or object within 6 squares of you and in your line of sight.
--Make a Use the Force check. The result of the check determines the effect, if any:
DC 20: You drain the energy from the energy cell or cells powering a Small or
smaller weapon or powered object. You completely drain the object of its energy, and
it cannot be used until its energy cells are replaced.
DC 25: As DC 20, except you drain a Medium or smaller weapon or object.
DC 30: As DC 20, except you drain a Large or smaller weapon or object.
DC 35: As DC 20, except you drain a Huge or smaller weapon or object.
If the object is being powered by a power generator, you drain all of the power from that instead.
--Special: You can spend a Force Point to increase the size of the object that can be drained by one size category (up to Gargantuan).

Energy Resistance {KOTOR 50}
You use the Force to protect you from damage caused by energy, sonic, fire, cold and electrical sources.
--Time: Standard action.
--Target: You.
--Make a Use the Force check. The result of the check determines the effect, if any:
DC 20: You gain DR 5 against energy damage until the beginning of your next turn.
DC 25: AS DC 20, except DR increases to 10.
DC 30: As DC 20, except DR increases to 15.
DC 35: As DC 20, except DR increases to 20.
--Special: You can spend a Force Point to use this power as a Swift action.
--You can maintain Energy Resistance from round to round, extending the normal duration. Maintaining Energy Resistance power is a Swift action. If you take damage while maintaining Energy Resistance, you must succeed on a Use the Force check (DC 15 + damage taken) to continue maintaining the power.

Farseeing {Core 96}
You gain a vague, momentary impression of events happening around a particular being in some distant place.
--Time: Full-round action.
--Target: One creature you know or have met before.
--Make a Use the Force check. If your check results in less than the target's Will defense, you gain no information (including whether the target is alive or dead) and cannot use this Force power against the same target for 24 hours. If your check equals or exceeds the target's Willpower defense, you can sense whether the target is alive or dead and gain a vague sense of it's immediate surroundings, what it's currently doing, and any strong emotions it is presently feeling. A dead target has a Willpower defense of 30 for purposes of this Force power.
--Special: If you successfully use this Force power, you can spend a Force Point to gain a clear mental image of the target's surrounding, as well as other creatures and objects within 6 squares of it.

Force Disarm {Core 97}
You disarm an opponent by using the Force to pull the weapon from his grasp.
--Time: Standard action.
--Target: One target within 12 squares and line of sight.
--Make a Use the Force check. Use this check in place of your attack roll when attempting to disarm the target. If your disarm attack succeeds, you may choose to let the item drop to the ground in the target's fighting space or have the item fly into your hand (in which case you must have a free hand to catch it).
--Special: Feats that improve disarm attacks do not apply to Force disarm with the exception of Improved Disarm which grants you a + 5 bonus on your Use the Force check as though you were making an attack roll.
--You can use a Force Point to damage or destroy the target weapon instead. If your disarm attack succeeds, the weapon takes damage equal to your Use the Force check result. You must declare that you are using this option before making your disarm attack.

Force Shield {LECG 86}
You use the Force to create a bubble of telekinetic energy around yourself, protecting you from harm.
--Time: Reaction.
--Target: You.
--Make a Use the Force check. The result of the Use the Force check determines the effect, if any:
DC 15: You gain a Shield Rating (SR) of 5 until the beginning of your next turn. Unlike other shields, this shield is made of pure telekinetic energy and cannot be recharged by any means.
DC 20: As DC 15, except you gain SR 10.
DC 25: As DC 15, except you gain SR 15.
DC 30: As DC 15, except you gain SR 20.
--Special: You can spend a Force Point when you activate this power to increase the power's SR by 5.
--You can maintain your concentration on a Force Shield to continue to gain the benefit of the power's SR from round to round, extending the normal duration. Maintaining the Force Shield is a Standard action. If the power's SR is ever reduced to 0, the power's effect ends.

Force Slam (Telekinetic) {Core 97}
--You pound one or more creatures with the Force.
--Time: Standard action.
--Target: All targets within a 6-square cone and within line of sight.
--Make a Use the Force check. Make one roll and compare to each target's Fortitude defense. If the result equals or exceeds a target's Fortitude defense, it takes 4d6 points of Force damage and is knocked prone. If the result is less than a target's Fortitude defense, it takes half damage and is not knocked prone. Target's larger than medium add a size modifier to Fortitude defense against this power: Colossal +50; Gargantuan +20; Huge +10; Large +5. This is an area effect.
--Special: When you use this power, you can spend a Force Point to deal an additional 2d6 points of damage to targets in the area.

Force Stun {Core 98}
You call upon the Force to overload an enemy's senses, potentially stunning it.
--Time: Standard action.
--Target: One creature within 6 squares and line of sight.
--Make a Use the Force check. Compare the result to the target's Fortitude defense. If the check equals or exceeds the target's Fortitude defense, the target moves -1 step along the condition track. For every 5 points by which you exceed the target's Fortitude defense, the target moves and additional -1 step along the condition track. Target's larger than medium add a size modifier to Fortitude defense against this power: Colossal +50; Gargantuan +20; Huge +10; Large +5.
--Special: When you use this power, you can spend a Force Point to move the target an additional -1 step along the condition track.

Inertia {JATM 27}
You can use the Force to shift your body's inertia, allowing you to perform impossible stunts.
--Time: Move action.
--Target: You.
--Make a Use the Force check. The result of the check determines the effect, if any:
DC 15: You move up to half your speed along a wall as though it were the ground, ignoring the normal effects of gravity for the duration of this movement. If you are not on the ground when you end this movement, you fall to the ground.
DC 20: As DC 15, except you can move at your normal speed along the wall.
DC 25: As DC 15, except you can move at your speed +2 squares along the wall.
DC 30: As DC 15, except you can move at your speed +4 squares along the wall.
--Special: You can spend a Force Point to increase the speed you move along the wall by +2 squares.

Ionize {KOTOR 51}
You call upon the Force to overload electronic systems and droids, damaging or even destroying the unit.
--Time: Standard action.
--Target : One target within 6 squares and line of sight.
--Make a Use the Force check. Compare the results to the target's Reflex defense. If the check result equals or exceeds the target's Reflex defense, the target takes damage as determined by the results of your Use the Force check:
DC 20: The target takes 4d6 points of Ion damage.
DC 25: The target takes 5d6 points of Ion damage.
DC 30: The target takes 6d6 points of Ion damage.
--Special: You can spend a Force point to increase the Ion damage dealt by this Force power by 2d6.

Mind Trick (Mind-affecting) {Core 98}
You use the Force to alter a target's perceptions or plant a suggestion in its mind.
--Time: Standard action.
--Target: One intelligence 3 or higher creature in line of sight and within 12 squares of you.
--Make a Use the Force check. If you equal or exceed the target's Will defense, you may choose one of the following effects:
-You create a fleeting hallucination that distracts the the target and enables you to use the Stealth skill even though it is aware of you.
-You perform a feint so that the next attack you make against the target ignores its Dexterity bonus to Reflex Defense (if any).
-You make an otherwise unpalatable suggestion seem completely reasonable to the target. You must be able to communicate with the target, and the suggestion can't obviously threaten the target's life. The target won't realize later that what he did is unacceptable.
-You fill the target with terror, causing it to flee from you at top speed for 1 minute. The affected creature stops fleeing if it is wounded. The effect is negated if the target's level is equal to or higher than your character level. This is a fear effect.
--Special: If you are making a suggestion, you may spend a Force Point to improve the target's attitude by one step, plus one additional step for every 5 points by which your Use the Force check exceeds the target's Will defense.

Move Object (Telekinetic) {Core 98}
You telekinetically move a target up to 6 squares in any direction using the Force.
--Time: Standard action.
--Target: One target within 12 squares and within line of sight.
--Make a Use the Force check. The result of the check determines the size of the target you can lift (see below). If the target is a creature that resists your attempt, your Use the Force must also exceed the target's Will defense. You can hurl the target at (or drop it on) another target in range if your Use the Force check exceeds the second target's Reflex defense. Both target's take damage determined by your Use the Force check result.
DC 15: Move object up to Medium size (deals 2d6 points of damage).
DC 20: Move object up to Large size (deals 4d6 points of damage).
DC 25: Move object up to Huge size (deals 6d6 points of damage).
DC 30: Move object up to Gargantuan size (deals 8d6 points of damage).
DC 35: Move object up to Colossal size (deals 10d6 points of damage).
--Special: You may maintain your concentration on the targeted object to continue to move it from round to round. Maintaining the move object power is a standard action, and you must make a new Use the Force check each round. If you suffer damage while maintaining Move Object, you must succeed on a Use the Force check (DC 15 + damage taken) to continue concentrating. If you deal damage with the Move Object power, you cease to be able to maintain it. If you use move object against a hovering or flying target (such as a speeder or starship), the target can oppose your Use the Force check with a grapple check as a reaction. If the target wins the opposed check, you are unable to move the target.
You may spend a Force Point to increase the maximum size of the target by one category and deal an additional 2d6 points of damage (maximum size Colossal [frigate], 12d6 damage).

Negate Energy {Core 99}
You spontaneously negate a single attack that deals energy weapon damage, such as a lightsaber or blaster.
--Time: Reaction.
--Target: One attack made against you that deals energy weapon damage.
--Make a Use the Force check. If the result of the check equals or exceeds the damage dealt by the energy weapon, the attack is negated and you take no damage. If your check is less than the amount of damage dealt, you fail to negate the attack and take damage as normal.
--Special: You must be aware of the attack (and not flat-footed) to negate it. If you are successful, you can spend a Force Point to to regain hit points equal to the damage of the negated attack, up to a maximum of your full normal hit points.

Surge {Core 100}
The Force enables you to jump great heights and distances as well as move quickly.
--Time: Free action.
--Target: You
--Make a Use the Force check. The result of the check determines the effect, if any:
DC 10 : You gain a +10 Force bonus on Jump checks and your speed increases by
2 squares until the start of your next turn. The Force bonus on Jump checks includes
the adjustment for increased speed.
DC 15 : As DC 10 except; +20 Force bonus on Jump checks, speed increases by 4 squares.
DC 20 : As DC 10 except; +30 Force bonus on Jump checks, speed increases by 6 squares.
--Special: You can spend a Force Point to increase the power's Force bonus on Jump checks by 10, and increase your speed by an additional 2 squares.
--Using the Surge power counts as a running start for determining a Jump DC.

Vital Transfer (Light Side) {Core 100}
You use your own life force to heal another living creature, using the Force as a conduit.
--Time: Standard action.
--Target: One creature touched.
--Make a Use the Force check. The result of the check determines the effect, if any:
DC 15: The target heals hit points equal to 2 X its character level.
DC 20: The target heals hit points equal to 3 X its character level.
DC 25: The target heals hit points equal to 4 X its character level.
--Special: Each time you use Vital Transfer, you take half as much damage as you heal (rounded down). You may spend a Force Point to avoid taking any damage when you use this Force power.

Lightsaber Force Suite
Circle of Shelter - [Lightsaber Form] {JATM 29}
You create a protected area around yourself, through which enemies have difficulty reaching you or your allies.
--Time: Standard action.
--Targets: You plus all allies adjacent to you.
--Make a Use the Force check. The result of the check determines the result, if any:
DC 20: Until the end of your next turn, you an all adjacent allies gain a +1 deflection bonus to Reflex Defense.
DC 25: As DC 20, except the bonus increases to +2.
DC 30: As DC 20, except the bonus increases to +5.
--Lightsaber Form (Soresu): If you have the Soresu talent, you can add the deflection bonus on Use the Force checks made to use the Block and Deflect talents until the end of your next turn.
--Special: You can spend a Force Point to also apply the deflection bonus from this power to the Fortitude Defense of all adjacent allies.

Disarming Slash (x2) - [Lightsaber Form] {JATM 30}
You strike at your opponent's weapon, attempting to rip it from his grasp.
--Time: Standard action.
--Target: One enemy within your reach.
--Make a Use the Force check. The result of the check determines the result, if any:
DC 15: Make a single melee attack with a lightsaber against an adjacent opponent. If the attack deals damage, you can use your Use the Force check result in place of an attack roll to make an immediate disarm attempt against the target. If you succeed at your disarm attempt, you can have the weapon drop to the ground or call it to your own hand (assuming you have a free hand with which to hold the weapon).
DC 20: As DC 15, except your target gains only a +5 bonus to Reflex Defense to resist being disarmed (instead of a +10 bonus).
DC 25: As DC 15, except your target gains only a +2 bonus to Reflex Defense to resist being disarmed (instead of a +10 bonus).
DC 30: As DC 15, except your target gains no bonus to Reflex Defense to resist being disarmed (instead of a +10 bonus).
--Lightsaber Form (Shii-Cho): If you have the Shii-Cho talent, you can use this power as a reaction to being attacked by an adjacent opponent.
--Special: You can spend a Force Point to deal damage to the target's weapon equal to the damage you dealt to the target, provided you successfully disarm that opponent.

Hawk-Bat Swoop - [Lightsaber Form] {JATM 31}
You leap into action against your foe, striking with your lightsaber before other enemies have a chance to react.
--Time: Standard action.
--Target: You plus one enemy within your reach.
--Make a Use the Force check. The result of the check determines the result, if any:
DC 15: You move up to 2 squares; this movement does not provoke attacks of opportunity. If you end your movement adjacent to a target, you can make a single melee attack with a lightsaber against that target.
DC 20: As DC 15, except you can move up to 4 squares.
DC 25: As DC 15, except you can move up to 6 squares.
DC 30: As DC 15, except you can move up to 8 squares.
--Lightsaber Form (Ataru): If you have the Ataru talent, you can also move up to 2 squares after you resolve your lightsaber attack. This movement does not provoke attacks of opportunity.
--Special: You can spend a Force Point to deal +2 dice of damage with your lightsaber attack.

Saber Swarm - [Lightsaber Form] {JATM 34}
You slash at your opponent rapidly, aiming many short strikes at the targets body.
--Time: Standard action.
--Target: One enemy within your reach.
--Make a Use the Force check. The result of the check determines the result, if any:
DC 20: You make two lightsaber melee attacks against a single target. Each of these attacks is made at a -5 penalty.
DC 25: As DC 20, except the attacks are made at a -2 penalty.
DC 30: As DC 20, except the attacks are made at a -1 penalty.
DC 35: As DC 20, except the attacks suffer no penalty.
--Lightsaber Form (Ataru): If you have the Ataru talent, your opponent takes a -5 penalty on all Use the Force checks made to block your attacks using the Block talent or the Makashi Riposte power.
--Special: You can spend a Force Point to move up to 2 squares before or after you use this power. This movement does not provoke attacks of opportunity.

Sarlacc Sweep - [Lightsaber Form] {JATM 34}
You lash out at multiple enemies, striking them with a sweeping motion.
--Time: Standard action.
--Targets: One enemy within your reach (the primary target) plus one other enemy within your reach (the secondary target).
--Make a Use the Force check. The result of the check determines the result, if any:
DC 15: You can make a single melee attack with a lightsaber against the primary target. The attack deals normal damage to the primary target and 5 points of damage to the secondary target if the attack hits.
DC 20: As DC 15, except increase the damage to the secondary target by +1d6 points.
DC 25: As DC 15, except increase the damage to the secondary target by +2d6 points.
DC 30: As DC 15, except increase the damage to the secondary target by +3d6 points.
--Lightsaber Form (Shii-Cho): If you have the Shii-Cho talent, you can use this power in the place of a melee attack roll at the end of a charge. You gain the benefits of the Powerful Charge feat on the initial lightsaber attack only if you use this power in this way.
--Special: You can spend a Force Point to affect two secondary targets, provided both enemies are within your reach and adjacent to the primary target of your lightsaber attack.

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Leveling:
Level 1 - Starting Abilities (Str 8, Dex 14, Con 14, Int 10, Wis 16, Cha 15 (Pathfinder 28 Buy)), Defenses (1 to all), Force Perception (Talent), Starting Feats (Force Sensitvity, Force Training, Weapon Proficiency (Lightsabers, Simple Weapons)), Race Feat (Force Training)
Level 2 - Jedi - Skill Focus (Use the Force)(Feat)
Level 3 - Jedi - Block (Talent), Weapon Finesse (Feat)
Level 4 - Jedi - Ability Increase (Dex & Wis), Powerful Charge (Feat)
Level 5 - Jedi - Deflect (Talent), Quick Draw (Feat)
Level 6 - Jedi - Force Training (Feat)
Level 7 - Jedi - Built Lightsaber, Redirect Shot (Talent), Force Training (Feat)
Level 8 - Jedi Knight - Ability Increase (Dex & Cha), Defenses (2 to all), Shii-Cho (Talent)