Life Stealer

Iliquoi's page

278 posts. Alias of JASON RODARTE.


Full Name

"Iliquoi CL 3Medium Miraluka Jedi 3 Force 4/5, Strong in the Force; Dark Side 5 Init +6; Senses Perception +8 Languages Basic, Miralukese, Lekku, Sith, Falleen Defenses Ref 14 (14 flat-footed), Fort 15, Will 16; 0 hp 42; Threshold 15

Race

"Iliquoi CL 3Medium Miraluka Jedi 3 Force 4/5, Strong in the Force; Dark Side 5 Init +6; Senses Perception +8 Languages Basic, Miralukese, Lekku, Sith, Falleen Defenses Ref 14 (14 flat-footed), Fort 15, Will 16; 0 hp 42; Threshold 15

About Iliquoi

Iliquoi CL 3
"Iliquoi CL 3Medium Miraluka Jedi 3
Force 5, Strong in the Force; Dark Side 5
Init +6; Senses Perception +8
Languages Basic, Miralukese, Lekku, Sith, Falleen
Defenses Ref 14 (14 flat-footed), Fort 15, Will 16; 0
hp 42; Threshold 15
Speed 6 squares
Melee lightsaber +3 (2d8+1)
Ranged by weapon +3
Base Atk +3; Grp +3
Force Powers Known (Use the Force +13) Corruption, Farseeing, Force Lightning, Memory Walk, Mind Trick, Rend
Abilities Str 10, Dex 10, Con 12, Int 16, Wis 15, Cha 15
Special Qualities Force Sight
Talents Illusion, Influence Savant
Feats Force Sensitivity, Force Training, Skill Focus (Use the Force), Strong in the Force, Weapon Proficiency (lightsabers), Weapon Proficiency (simple)
Skills Initiative +6, Knowledge (Life Sciences) +9, Knowledge (Social Sciences) +9, Perception +8, Pilot +6, Use the Force +13
Possessions lightsaber, ancient Sith robes, long-range comlink, 3 liters of bacta, binder cuffs

// Corruption (standard; one creature within 12 squares and line of sight) •Dark Side<BR>DC 15: +13 vs. Fortitude, 2d6 damage, half next turn if you exceed Fortitude by 5 or more
DC 20: 3d6 damage
DC 25: 4d6 damage
DC 30: 5d6 damage
Spend a Force Point for all adjacent to target take half once if over their Fortitude<BR>

// Farseeing (full; one creature you know or have met before) <BR>+13 vs. Will, cannot reuse for 24 hours, can get a sense of target, whether the target is alive or dead and gain a vague sense of its immediate surroundings, what it's currently doing, and any strong emotions it is presently feeling
Spend a Force Point for a clear image of surrounding 6 squares of target<BR>

// Force Lightning (standard; one target within 6 squares) •Dark Side<BR>+13 vs. Reflex, target takes 8d6 damage and moves -1 step down the condition track, half damage on a miss
Spend a Force Point to move target an additional step down the condition track<BR>

// Memory Walk (standard; one creature with an Intelligence of 3 or higher within 6 squares and line of sight) •Dark Side, Mind-Affecting<BR>DC 20: +13 vs. Will, deal 2d6 Force damage, target loses swift action on their next turn
DC 25: as DC 20 except move action
DC 30: as DC 20 except standard action
DC 35: as DC 20 except standard and swift action
Spend a Force Point to deal +2d6 damage<BR>

// Mind Trick (standard; one creature of intelligence 3 or higher within 12 squares and line of sight) •Mind-Affecting<BR>+13 vs. Will to:
1. create an hallucination to use Stealth even if target is aware
2. perform a feint so that target loses Dexterity bonus to Reflex on your next attack against them
3. make an unpalatable suggestion
4. fill target with terror to flee at top speed 1 minute, stops fleeing if wounded, not if higher level
Spend a Force Point to improve attitude one step, + one step per every 5 points the check exceeds Will<BR>

// Rend (standard; one target within 6 squares and line of sight) •Dark Side<BR>+13 vs. Reflex, target takes 3d6 damage, natural 20 is considered a critical and doubles damage, if target is reduced to 0 hit points, you can rip target in half
Spend a Force Point to deal +2d6 damage<BR>
"