Full Name |
Jace Concorkill CL 3 "Jace Concorkill CL 3Medium Vurk Jedi 3 Force 5 Init +6; Senses Perception +9 Defenses Ref 13 (12 flat-footed), Fort 14, Will 16; 0 hp 38; Threshold 13 |
Race |
Vurk |
Classes/Levels |
Jedi3 |
Gender |
nit +6; Senses Perception +9,Languages Basic, Semblan,Faleen, Caamasi Defenses Ref 12 (12 flat-footed), Fort 14, Will 15; HP 32; Threshold 14 Force Pts 5 |
Strength |
11 |
Dexterity |
11 |
Constitution |
12 |
Intelligence |
11 |
Wisdom |
15 |
Charisma |
18 |
About Jace Concorkill
Jace Concorkill CL 3
"Jace Concorkill CL 1Medium Vurk Jedi 3
Force 5
Init +6; Senses Perception +9
Languages Basic, Semblan, Falleen, Caamasi
Defenses Ref 14 (14 flat-footed), Fort 16, Will 17; 0
hp 43; Threshold 16
Speed 6 squares, swim 4 squares
Melee lightsaber +3 (2d8+0)
Ranged by weapon +3
Base Atk +3; Grp +3
Force Powers Known (Use the Force +13) Force Slam, Mind Trick, Move Object, Vital Transfer
Abilities Str 11, Dex 11, Con 12, Int 14, Wis 16, Cha 18
Special Qualities Breathe Underwater, Expert Swimmer, Placid, Nomads, Swim Speed (4)
Talents Adversary Lore, Deflect
Feats Force Sensitivity, Force Training, Weapon Proficiency (lightsabers), Weapon Proficiency (simple)
Skills Acrobatics +6, Initiative +6, Knowledge (Galactic Lore) +8, Perception +9, Stealth +1, Use the Force +14
Possessions lightsaber, all-temperature cloak, hands-free comlink, glow rod, Jedi padawan's robes, utility belt
"Force Disarm (standard; one target within 12 squares)
+14 vs. Reflex +10 to disarm, item drops to ground or flys to your hand
Spend Force Point to destroy object, dealing damage equal to the Use the Force check
Force Slam (standard; all targets within a 6 square cone) • Telekinetic
+14 vs. Will, deal 4d6 damage and targets are knocked prone; half damage on a miss
Spend a Force Point to deal +2d6 damage
Force Stun (standard; 1)
+14 vs. Fortitude, target moves -1 step down the condition track and one additonal step for ever 5 points exceeding Fortitude
Spend a Force Point to move target an additional step down track
Mind Trick (standard; one creature of intelligence 3 or higher within 12 squares and line of sight) • Mind-Affecting
+14 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
Move Object (standard; one character or object within 12 squares and line of sight) • Telekinetic
+14 vs Will if target resists, hurl or drop object vs. target's Reflex, both take damage according to DC below
DC 15: Move up to medium object, 2d6 damage
DC 20: Move up to large object, 4d6 damage
DC 25: Move up to huge object, 6d6 damage
DC 30: Move up to gargantuan object, 8d6 damage
DC 35: Move up to colossal object, 10d6 damage
Moving or hovering target opposes Use the Force with a grapple check
Spend a Force Point to increase max size of object one category and +2d6 damage (max 12d6)
Spend a Destiny Point to increase max size three categories and +6d6 damage (max 16d6)
Phase (move; you)
DC 25: gain phase speed of 2 , must end move in unoccupied square
DC 30: as DC 25, but gain phase 4
DC 35: as DC 25, but gain phase 6
DC 40: as DC 25, but gain phase 8
Maintain as move action, cannot move faster than normal move rate
Spend a Force Point to increase speed by 2 squares
Pushing Slash (standard; one enemy within reach) • Lightsaber Form, Telekinetic
DC 15: make single lightsaber attack, if it damages target, +14 vs. Fortitude to push target 2 squares without provoking an attack of opportunity
DC 20: as DC 15 except push 3 squares
DC 25: as DC 15 except push 4 squares
DC 30: as DC 15 except push 5 squares
Spend a Force Point to knock target prone at end of their forced move
Rebuke (reaction; one Force power directed at you)
+14 vs. check of Force power to negate, beat check of Force power by 5 or more and redirect against creator; if the creator in turn rebukes, both of you suffer the effects of the power
Spend a Force Point for no effect on 2nd rebuke
Vital Transfer (standard; one ally touched) • Light Side
DC 15: heals 6 hit points
DC 20: heals 9 hit points
DC25: heals 12 hit points
Take half of the damage you heal; spend Force Point to avoid taking damage; spend Destiny Point to move target +5 steps up the condition track
"
Jace Concorkill was one of the later padawans that was taken under the wing of Jedi Master Iediorum Rex, one of the younger members of the Council, named shortly before the end of the Clone Wars and a rare Jedi Healer. Unlike many vurk Jace was not as much into negiations as much as the most famous vurk Coleman Trebor was. It was hoped that Master Rex, who had also taken on another healer padawan, Quen Pah, would be able to temper the young vurk a bit.
Beingg a healer Master Rex was assigned to both battle and hospitals. Jace liked the battles but learned much about healing from Master Rex though he had yet to develop the talent. Master Rex was teaching his young padawans how to hide in the Force and it was almost a prophecy of things to come.
When Order 66 was issued, Master Rex was able to take the clones out who attacked him in the hospital. As they fled, knowing that they would soon be over run, he placed the padwan in a force trance, making him seem as if he was dead and his Master fled. It was a gamble that paid off.
When he awoke he was able to flee the planet and now he wanders the galaxy looking for his former Master or any remanants of the Jedi Order, using his lightsaber [green] when possible and honing his skills. He might not be the best in terms of the Force but is unmatched when using a lightsaber. [wants to become a battle master]/