Undine

Gotal of Umbara's page

464 posts. Alias of Dennis Harry.


Full Name

Gotal of Umbara

Race

HP 23/30 | R 13, F 12, W 15 | DT 12 | Per +9 | FP 4/5 | DP 1/1 | DSP 1

Classes/Levels

Umbaran Jedi

Gender

Male

Size

Medium

Age

33

About Gotal of Umbara

Gotal of Umbara - Jedi 1

Hit Points 30
Threshold 12

Force Points 5/5

Destiny – Education – 1/1

Language - Basic, Umbarese. and Bocce

Speed 6

Abilities:

Strength 8 -1
Dexterity 12 +1
Constitution 10 0
Intelligence 12 +1
Wisdom 17 +3
Charisma 16 +3

Combat:

Base Attack +1
Melee Attack +0 (+1 Class -1 Strength)
Lightsaber Damage 2d8
Ranged Attack +2 (+1 Class +1 Dexterity)
Damage Bonus +1

Reflex Defense +13 (+1 Dexterity + 1 Jedi Bonus + Heroic Level)
Fortitude Defense +12 (+1 Jedi Bonus + Heroic Level)
Will Defense +15 (+3 Wisdom + 1 Jedi Bonus + Heroic Level)

Skills:

Acrobatics +2
Endurance +1
Initiative +2
Jump +2
(Trained) Perception +9
(Trained) Persuasion +9
Stealth +2
Survival +4
(Trained) Use Force +9

Use the Force Skill:

Note, can take 10 but not 20 with this Skill.

Force Trance - Full round action, enter a force trance - DC 10 on check. Remain aware of surroundings, each hour in trance regain hit points equal to character level. Emerge from trance as Swift Action. If remain in trance for 4 straight hours considered fully rested (as if 8 hours slept). Can go for 10x as long without food and water in trance.

Move Light Object - As a move action, I can Telekinetically lift and move a relatively light object within 12 squares of my line of sight.
DC 10: 5kg object up to 6 squares in any direction.
DC 15: Standard Action use the object as a projectile weapon. If Use the Force check exceeds Target's Reflex Defense object deals 1d6 bludgeoning damage. Considered a ranged attack.

Search Your Feelings - Full round action, make a DC 15 check to determine whether an action will have favorable or unfavorable result sin the immediate future (within 10 minutes).

Sense Force - Automatically sense disturbances in the Force. Location strong in the dark Side can be sensed as far a 1 kilometer. Companion or close friend in danger can be sensed as far as 10,000 light years. Great disturbance can be sensed anywhere in the same Galaxy. DC 15 check to determine the distance and general direction of the disturbance.

Full round action actively sense other Force users up to 100 kilometers including how many, approximate distance, direction and if I have met them. They can conceal their presence by making an opposed check, if they equal or exceed my check cannot detect them at all. Can choose to detect Dark Side users only if specified.

Sense Surroundings - Swift Action make a DC 15 check to ignore the effect of cover and concealment when making Perception checks to detect or observe targets until the start of my next turn, increase DC by 5 for targets with total concealment.

Telepathy - Standard Action establish telepathic link with a distant creature. Exchange emotions or a single thought such as Go, Help, Danger. Target must have intelligence of 2 or higher.
Distance DC
Same Planet 15
Same System 20
Same Region/Quadrant 25
Different Region/Quadrant 30
Unwilling Target must exceed check DC of Target's Will Defense or cannot establish contact again for 24 hours.

Feats:

Force Sensitivity,
Weapons Proficiency Lightsaber & Simple Weapons,
Force Training,

FUTURE - Skill Focus - Use the Force

Talent:

Jedi Consular talent Tree - Adept Negotiator -
With a Standard Action you can weaken the resolve on an enemy with your words. The target must have an Intelligence of 3 or higher and it must be able to see, hear, and understand you. Make a Persuasion check. if the result equals or exceed's the Targets Will Defense, it moves -1 step along the condition track. The Target gets a +5 to Will Defense if it is higher level than you. If the Target reaches the end of the track, it does not fall unconscious instead it cannot attack you or your allies for the remainder of the encounter unless you or an ally attack it or its allies first. Mind controlling power.

TO BE TAKEN LATER
Alter Talent Tree - Illusion - Star Wars Saga Edition Knights of the Old Republic Campaign Guide
Prerequisite: Mind Trick
As a Standard Action, you can spend a Force Point to create an Illusion that seems perfectly real to anyone who views it. You designate the form and complexity of the Illusion, as well as its size and location, and make a Use the Force check.
When a creature views the Illusion, compare the result of your Use the Force check to the target's Will Defense; if your check result exceeds it's Will Defense, it believes the Illusion to be real. Any physical interaction with the Illusion (such as touching it, passing through it, or shooting it with a blaster) immediately reveals the true nature of the Illusion, and the creature is no longer deceived.
The Illusion lasts for a number of minutes equal to your Heroic Level.
The Illusion's size also affects your Use the Force check, applying a penalty for exceptionally large Illusions. The penalties are -1 for Huge Illusions, -2 for Gargantuan Illusions, -5 for Colossal Illusions, and -10 for Colossal (Frigate) or larger Illusions. This is a Mind-Affecting effect.

Force Powers:

Force Training – 4 Powers

1 - Force Disarm - Disarm an opponent using Force to pull weapon from their grasp. Standard Action. Target one creature within 12 squares and within line of sight. If successful can choose to let the weapon drop or have the item fly into your hand.
Special - Use Force point and declare intent to destroy the weapon instead. Damage equal to Use Force Check result.

2 - Force Slam - Pound one or more creatures with the Force. Standard Action. All targets within a 6' square cone and within line of sight. Roll vs Target Fortitude Defense if check equals or exceeds Target's Fortitude Defense, they receive 4d6 Force damage and are knocked prone. If result less than Target's Fortitude Defense, take half damage and not knocked prone. Target's larger than Medium add size modifier to Defense. Area effect.
Special - When using this power, can spend Force point to deal additional 2d6 damage to Target's in area.

3 - Mind Trick - Use Force to alter a Target's Perception or plant a suggestion in its mind. Standard Action. Target one creature with Intelligence 3 or higher within lie of sight and within 12 squares.
If check equals or exceeds the Target's Will Defense can choose one of the following effects:
1. Create a fleeting hallucination which distracts the Target and enables me to use Stealth even if the Target is aware of me.
2. Perform a feint so my next attack against a Target ignores its Dexterity bonus to Reflex Defense.
3. Make a ridiculous suggestion seem reasonable, Target will not later think what they did was outrageous. Cannot threaten the Target and must be able to communicate with them.
4. Fill the Target with terror forcing it to flee for 1 minute. Does not work if the Target is of equal or higher level.
Special - If making a suggestion, spend a Force point to improve Target's attitude by one step plus one additional step for every 5 points he check exceeds the Target's Will Defense.

4 – Cloak - You can bend light around your body, rendering yourself invisible to anyone looking in your direction. Standard action. Target self. Use the Force check variable result:
DC 15: Considered to have total concealment against all targets until the beginning of my next turn.
DC 20: Ac DC 15 and I gain +2 Force bonus to Stealth checks until the beginning of my next turn.
DC 25: As DC 15 except I gain a +3 Force bonus to Stealth checks until the beginning of my next turn.
DC 30: As DC 15 except I gain a +5 Force bonus to Stealth checks until the beginning of my next turn.
Special - I can maintain the Cloak power from round to round extending the normal duration. Maintaining the cloak is a standard action and I must make a new Use the Force check each round. If I take damage while maintaining the power, I must succeed at a Use the Force check DC15+Damage to maintain the power. I can spend a Force point to increase the Bonus to my Stealth checks by +5.
Clone Wars Campaign Guide Page 50.

[spoiler=Future Force Powers]
Move Object - Telekinetically move a Target up to 6 squares in any Direction using the Force. Standard Action. Target one character or another object within 12 squares and within my line of sight. The result of the check determines the maximum size of the object I can lift. If the Target is a living being, check must exceed the Target's Will Defense. Can hurl the Target or drop it on another Target if the check exceeds the second Target's Reflex Defense. Both Targets take damage determined by check result:
DC 15: Move object up to Medium size (deal 2d6 damage).
DC 20: Move object up to Large size (deal 4d6 damage).
DC 25: Move object up to Huge size (deal 6d6 damage).
DC 30: Move object up to Gargantuan size (deal 8d6 damage).
DC 35: Move object up to Colossal size (deal 10d6 damage).
Special - You maintain your concentration targeted object to continue to move it from round to round. Maintaining the concentration is a Standard Action and a new check must be made each round. If I take damage while maintaining the power, I must succeed at a Use the Force check DC15+Damage to maintain the power.
Using move object against a hovering or flying target requires an opposed check with grapple as the reaction. If the Target wins, the power fails.
Force point may be spent to increase maximum size of the object by one category and deal an additional 2d6 damage (max 12d6).

Ionize - Call upon the Force to overload electronic systems and droids, damaging r even destroying the unit. Standard Action. One Target within 6 squares and within line of sight. Use the Force check vs. Reflex Defense of Target. If the check equals or exceeds their Reflex Defense the Target takes damage as determined by the result of the check:
DC 20: Target takes 4d6 Damage.
DC 25: Target takes 5d6 Damage.
DC 30: Target takes 6d6 Damage.
Special- Spend a Force point to increase the ion damage dealt by the Force power by 2d6.
Knights of the Old Republic Page 51.

Negate Energy - Spontaneously negate a single attack that deals energy weapon damage such as a lightsaber of Blaster. Reaction. Target is one attack against me. If the check equals or exceeds the Damage dealt, the attack is negated and I take no damage, if the check fails the power fails utterly.
Special - Must be aware of the attack. Can spend a Force point to regain hit points equal to the damage f the negated attack up to max hit points.
Vital Transfer - Use my own life force to heal another living creature. Standard Action. Target. One creature touched.
Use the Force Check:
DC 15 - Target heals HP = 2x its character level.
DC 20 - Target heals HP = 3x its character level.
DC 25 - Target heals HP = 4x its character level.
When used, take half a much HP healed as damage, rounded down. Cannot heal self.
Special - Spend a Force Point to avoid taking any damage.

Racial Abilities:

- Darkvision, Stealthy (reroll any failed Stealth roll but must keep second result)

Equipment:

Lightsaber (Blue Colored Blade)
Sporting Blaster Pistol - 300 Credits
Energy Cells (3) 30 Credits
Power Pack - 25 Credits
Vibroblade - 250
False ID for Licenses "Uv Jareni" - 15 Credits Pistol & 12.5 Credits Vibroblade

Comlink short range 25
Medpac - 100
All temperature cloak - 100
Concealed Holster - 50

1200 - 830 = 320 Credits left.

Background:

Gotal was born on Umbara in the Year 52 BBY. Found by the Jedi order at a young age he knows very little of his parents or his heritage.

Gotal took well to negotiations as a youngling and was interested in diplomacy and problem solving, seeking to become a Jedi Consular. However, despite these leanings he was placed into apprenticeship with Eeth Koth the Zabrek Jedi Master. As Gotal’s skills developed along a “normal” progression, he began to develop powers that allowed him to cloak himself and create illusions with the force. Koth surmised that it may have been born out of Gotal’s own heritage as the Umbaran’s as a race were particularly adept at stealth naturally.

By the time Gotal was a young man, it was clear that the training styles of Master Koth and Gotal were not compatible, Koth was a warrior and Gotal was not. He made the unusual request of switching Masters and Koth readily agreed suggesting Jedi Master Sifo-Dyas, a Jedi Consular to be a good fit.

In 32 BBY, Gotal met briefly with his new Master and was introduced as the Master’s new apprentice to Supreme Chancellor Finis Valorum. Within the week though, Master Dyas embarked on a mission that he stated Gotal would be unable to accompany him on, telling him no details. Sifo-Dyas asked the Supreme Chancellor to allow Gotal to shadow low level diplomats within the Galactic Senate until his return when Gotal’s training would begin in earnest.

Within a few weeks, he met the affable Bail Organa who at the time was the Alderaanian Governor. The two charismatic men took a liking to one another and Organa agreed to allow Gotal to aid him in negotiations with respect to certain contract disputes where appropriate. During that time, Gotal began to assist Alderaanians with negotiations involving the Techno Union, specifically their subsidiary Republic Sienar Systems to develop at least one, if not a fleet of, luxury pleasure craft.

Before Organa left Coruscant to seek to run in the Senate elections, he introduces Gotal to a new Senator that he believes is genuine and that the young Jedi can trust, the Senator from Chandrila, Mon Mothma. Gotal continues to work with the Alderaanians and now the Chandrilans in negotiations with Sienar’s Raith Sienar himself. Being thrown into his passion with such zeal, Gotal does not question a communication from Master Dyas to simply continue what he is doing and that his training to be a Consular will continue once Dyas returns from a secret mission issued by the Jedi Council itself!

Once Bail Organa gives up his position as Governor and returns as a Senator, Gotal continues to work closely with Alderaan as one of the more peace loving planets in the Republic and negotiates many deals on their behalf, expanding his diplomatic ties to Kuat Drive Yards executives, this time to assist Aledraan and Chandrila in securing non luxury starships. Some say that Gotal favors the Alderaanians improperly but he pays little attention to such rumors.

After several years of simply not hearing from Master Dyas, Gotal reaches out to the Jedi. So immersed in his work was Gotal that it did not occur to him that Dyas had essentially abandoned his training! In BBY 25, Gotal met with Nahdar Vebb who was apprenticed to Master Kit Fisto. Vebb agreed to assist Gotal in furthering his own training and stated that once Vebb’s training was complete, it made sense for Gotal to fall under the tutelage of Master Fisto. Gotal was dismayed to learn from Vebb that Master Sifo-Dyas has died on his mission! But, who was Gotal to question the will of the Council for not pulling him back from his assignment with Organa, after all, surely they were aware that Master Dyas has assigned him as an attache, no?

Gotal was excited at the prospect of studying under Master Fisto and spent more time in the Jedi Temple seeking to enhance his own abilities in stealth awaiting the time in which he could pursue his apprenticeship. He split his time still working with the Alderaanians though his contact with the Senators Organa and Mothma had become more and more limited over the years due to many crisis’ between the Trade Federation blockade and the burgeoning Separatist Crisis. Sienar during this time introduced Gotal to Foreman Wat Tambor of the Techno Union himself though the introduction did not lead to any significant contract negotiations, yet. Vebb did teach him that not only could a Consular seek further diplomatic insights through the force, but that the force could also be used to heal injuries!

After the battle of Geonosis, Gotal was called upon by both Raith Seinar and Foreman Wat Tambor to assist in negotiations to convince the Senate that the Techno Union was still neutral. The negotiations resulted in the agreement that the Kuat Drive Yards would construct warships for the Republic. Gotal was quite proud to be on the negotiations team to ensure that further violence did not break out with a critical member of the Senate and keep such an important conglomerate neutral, well at least away from the Separatists.

Within the week, the galaxy changed, on Gotal's 30th birthday no less, as Supreme Chancellor Palpatine was granted emergency powers and declared war on the Separatists. Shockingly, the Jedi became embroiled in the Clone Wars.

Gotal was fully taken by Vebb as an apprentice as Master Fisto was called to be a General in the Galactic Army. Vebb’s abilities though were soon sought after as a Jedi Healer. The violence against Vebb’s homeworld of Dac, changed the Jedi Knight. Gotal was not accustomed to such vitriol from Vebb and refused to accompany Vebb when he went to war. Gotal, silently, spurned the Jedi Order once the War began. He saw the Jedi involvement in the War as abhorrent and refused participation.

As weeks of war turned into months and the conflagration widened across the galaxy, Gotal continued to resist the call to enter the war fully and traveled, though some say fled, to Alderaan. Gotal’s resolve was further cemented when he learned of his old Master Koth leaving the order (and he sat on the Council!) as well as the tragic death of his friend and mentor, Vebb. Coupling those incidents with how the Order ignored him after Master Sifo-Dyas’ death, it was, in Gotal’s mind, entirely justified to sit out this war until the Jedi Council came to its senses and returned to a position of neutrality, seeking to Mediate and end to the war instead of lead the charge of only one side in the war.

As the Clone Wars ended, Gotal was horrified at what happened at the Jedi Temple on Coruscant and was suspicious of the Empire's "explanation” for what took place. Certainly the Order made an error in so directly pursuing the war as generals, but he could not believe that Master Yoda, or anyone else on the Council, would ever seek to usurp the Republic. As a Jedi not part of the Order, he would not have been "in the line of fire" when Order 66 took place. Having pulled away, he would not be aware of Kenobi's message. Gotal decided to remain on Alderaan and see how things played out, especially once Senator Organa returned to Alderaan. Well, Gotal hoped he would return soon anyway!

The week after the War, Gotal was still on Alderaan negotiating a corporate contract for a development company seeking to assist people who were ravaged by the War when Clone Troopers attempted to assassinate him. Only through his force powers of stealth and illusion was he able to fake his own death and flee Alderaan. Unsure if he could trust Senator Organa, or his people, as Organa had not been on Alderaan in months if not years at this point, Gotal utilized his powers to stow away on the Corellian Run trade route to the Outer Rim.

Posing as a spacer, Gotal ended up on Lasan. He sought out work as a contract negotiator and befriended in a cantina a member of the Honor Guard of Lasan, Garazeb Orrelios, Zeb for short. Gotal spent almost a year on Lasan but his luck ran out when he was recognized by a pair of stormtroopers as a rogue Jedi. They followed him into the streets and attempted to seize him when Zeb intervened. With his help, the two overcame the stormtroopers. Zeb could have claimed a reward on Gotal, but instead aided him in escaping Lasan.

It was becoming more and more clear that the Empire would target any Jedi in their purges, whether part of the war or not. Gotal decided that he needed to stop running and seek assistance from whatever Jedi were left to complete his training. It was a risk heading back to the Core but staying in one place too long even in the Outer Rim was clearly not safe either. The Umbaran has arrived on Sel Zonn station orbiting the Core World of Brentaal. Where he goes from here he is not certain, hopefully some Jedi besides himself have survived the Purges and he finds them before the Empire finds him...

Backstory Notes:

The reason Gotal dislikes the Empire.

Gotal is Jedi and they hate him more than he hated them, at least at first. Though living within the Galaxy since the Galactic Empire was “unveiled” it is clear that this is not some sort of improvement over the Republic, it is something much more sinister and less safe, especially for non-Humans.

Three people your character knows. These can be enemies, allies, or contacts your character trusts/mistrusts. Also tell me whether or not your character knows they are alive or if your character thinks they are dead.

Raith Seinar – The President of Republic Sienar Systems. As the company and its Parent, Kuat Drive Yards, are manufacturing weapons at a rapid pace for the Galactic Empire, Gotal assumes that contacting him would be a mistake. He knows him to still be alive.

Garazeb Orrelios, Zeb – Member Honor Guard of Lasan. Gotal would love to have Zeb as a companion, but the Umbaran assumes that he will never see Zeb again considering he lives on a remote Outer Rim world. There is probably no way that Gotal can ever repay him for what he did, though he would certainly like to. Gotal assumes Zeb is still alive.

Mon Mothma – Senator from Chandrila. Gotal has not seen her in several years though he always did like the practical no nonsense Mothma. Still, as part of the Galactic Senate, it is not clear that she can be trusted, though Gotal is considering whether to reach out to her. He knows her to still be alive.

Bail Organa – Senator from Alderaan. A mentor. A friend? Gotal is not certain they were friends, certainly Organa presented Gotal with an invaluable opportunity to ply his passion. But, even on Alderaan Gotal was not safe. Certainly, there are whispers that the Senator is a dissident, but that might be even more reason not to attempt to contact him! He knows him to still be alive.

Jedi Master Eeth Koth – Rogue Jedi? Gotal would dearly love to find Koth. As he was no longer embedded within the Grand Army of the Republic when Order 66 was executed, he would not have been so easy to assassinate. Gotal certainly wishes that he had spent more time on lightsaber form as Koth believed to be so necessary. Gotal, much like the Jedi Order, was lulled into a false sense of security and much like the Jedi Order, may pay for his lack of vision…

Gotal is unsure if Koth is indeed alive.

2 Short-term goals you want your character to accomplish, such as buying an item, learning a Force Power, or something like that.

(1) Gotal is desperately seeking any Jedi.
(2) Gotal is also seeking to improve his powers over illusions, as they certainly saved his neck!

2 Long-term goals you want your character to accomplish, such as buying a ship, getting an entourage/gang/squad, get rich, etc.

(1) Gotal would love to remember how Vebb interacted with the living force to heal people.
(2) Gotal would like to see a resurgence of the Jedi Order to combat the Galactic Empire. Hypocrisy perhaps, but this Empire is evil in a way that the Separatists never were, at least not from what Gotal has seen the last 3 years.

2 Non-tangible motivations, such as defend the weak, never tell a lie, and things like that.

(1) Pass on what he has learned. Though Gotal is a novice by Jedi standards (his training was incomplete for a long time due to his “disappearance” from the Jedi logs). He believes that now he needs to find force users and pass on what little he has learned, he’s just not sure how to do that.
(2) To the extent he is able, Gotal would like to mediate disputes through diplomacy instead of fighting.

Gotal looks like an average Umbaran, no discernible features.

Even More Notes – Clearly, some of these points are up to GM interpretation but here are my thoughts: (a) Dooku fudged records to show that Gotal was either dead, or had left the Order, thus, the lack of communication with the order after Sifo-Dyas died, (b) Sifo having placed Gotal in Organa’s retinue, Dooku could use him to assist in negotiations later on behalf of the technocratic union or any other part of the separatists, as a Jedi or former Jedi, or whatever Gotal was considered, Dooku figures it would go a long way to aiding in arguing that the Techno Union (or whoever was convenient/expedient) was still neutral, (c) Gotal was a loose end on Alderaan so only a few clone troopers were directed to slay him, not several. Gotal’s powers of stealth and illusion were not briefed to the clones, therefore, he was able to deceive them, (d) he was still on the wanted list after his illusion faded, so the dust up on Lasan [I am taking liberty with the timeline but Lasan was attacked in 7 BBY and I believe we are not quite there on the timeline yet though DoD is fuzzy on its placement I the Dark Times timeline], finally, (e) judicious use of his powers along with just moving frequently have kept him out of the crosshairs of the Empire since he left Lasan. He was not a “big name” Jedi so though he’s on a list, he’s not exactly “most wanted”.