| Full Name |
Roc Trellian |
| Race |
Human |
| Classes/Levels |
Jedi 1 |
| Gender |
Male |
| Size |
Medium |
| Age |
18 |
| Special Abilities |
Force Powers, Deflect |
| Alignment |
Darkside Points = 0 |
| Deity |
The Force |
| Location |
Coruscant |
| Languages |
Basic, Binary, Shyriiwook |
| Occupation |
Padawan |
| Homepage URL |
http://sci-fisims.com |
| Strength |
10 |
| Dexterity |
14 |
| Constitution |
10 |
| Intelligence |
14 |
| Wisdom |
14 |
| Charisma |
10 |
About Roc Trellian
Roc seemed destined to live a life of mediocrity and obscurity. He was the seventh out of ten children born to C'Tow and Ozaip Trellian. While somewhat brighter and more perceptive than most, he tended to just fade into the background everywhere he went. Even his own family would often forget him among his siblings and cousins. Like the rest of the family, he worked doing deliveries for Baron Vorga's Skitterer Treats--live flavored crustaceans for species that enjoy live food. It was one such delivery that he happened to witness a separatist agent grab a Mon Calamari noble and threaten him with a blaster. Without thinking, he reached out with The Force and made the blaster fly into his hand. Jedi Master Kit Fisto, who had been pursuing the separatist agent, arrived in time to see this and to capture the agent. Impressed with the display of The Force in one untrained, he took Roc to the Jedi Temple. Roc only barely passed the trials and Mace Windu recommended against his training. Fortunately, Yoda overrode him, saying he can foresee an important part for Roc in the galaxy. He has been recently assigned to Kit Fisto as a Padawan. However, even as a Jedi, Roc had little that made him stand out from others. He was not particularly stronger in The Force nor was he a great swordsman. It seems even as Jedi he is unremarkable. Could Yoda have been wrong?
Roc Trellian CL 1
Medium Human Jedi 1
Destiny Points 1; Force Points 4
Destiny Unknown
Init +7; Senses Perception +7
Languages Basic, Binary, Shyriiwook
Defenses Ref 14 (flat-footed 12), Fort 12, Will 14; Deflect
hp 30; Threshold 12
Speed 6 squares
Melee lightsaber +3 (2d8) or
Melee unarmed +3 (1d4)
Base Atk +1; Grp +3
Force Powers Known (Use The Force +5) Force disarm, move object, Surge
Abilities Str 10, Dex 14, Con 10, Int 14, Wis 14, Cha 10
Talents Deflect
Feats Force Sensitivity, Force Training, Weapon Finesse, Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics +7, Initiative +7, Jump +5, Perception +7, Use the Force +5
Possessions audiorecorder, earbud comlink, lightsaber (with underwater modification) with 4 spare special energy cells, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), breathing apparatus
CLASS FEATURES
Hit Points Jedi begin play with a number of hit points equal to 30 + their Constitution modifier. At each level after 1st, Jedi gain 1d10 hit points + their Constitution modifier.
Starting Credits A 1st level Jedi begins play with 3d4x100 credits.
Class Skills (Trained in 2+Int Modifier): Acrobatics, Endurance, Initiative, Jump, Knowledge (all skills, taken individually), Mechanics, Perception, Pilot, Use the Force
Force Points Jedi gain a number of Force Points equal to 5 + one-half their character level (rounded down) at 1st level and every time they gain a new level in this class. Any Force Points left over from previous levels are lost.
Defense Bonuses At 1st level, you gain a +1 class bonus to your Fortitude Defense, Reflex Defense, and Will Defense.
Lightsaber You start play with a lightsaber provided by your Master. Later, you can build your own lightsaber (see Build Lightsaber).
Starting Feats At 1st level, you gain the following bonus feats:
Force Sensitivity
Weapon Proficiency (Iightsabers)
Weapon Proficiency (simple weapons)
Talents At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc.), you select a talent from any of the following talent trees. You may choose a talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.
Deflect As a reaction, you may negate a ranged attack by making a successful Use the Force check. The DC of the skill check is equal to the result of the attack roll you wish to negate, and you take a cumulative -5 penalty on your Use the Force check for every time you have used Block or Deflect since the beginning of your last turn. You may spend a Force Point to use this talent to negate an attack against an adjacent character. You must have a lightsaber drawn and ignited to use this talent, and you must be aware of the attack and not flat-footed. You can use this talent to deflect some of the barrage of shots fired from a ranged weapon set on autofire, or the Force lightning Force power. If you succeed on the Use the Force check, you take half damage if the attack hits and no damage if the attack misses.
This talent cannot be used to negate attacks made by Colossal (frigate) or larger-size vehicles unless the attack is made with a point-defense weapon.
FORCE POWERS
Force Disarm [Telekinetic]
You disarm an opponent by using the Force to pull the weapon from his grasp.
Time: Standard action.
Target: One creature within 12 squares and within line of sight.
Make a Use the Force check. Use this check in place of your attack roll when attempting to disarm the target (see Disarm, page 152). If your disarm attempt 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: You can spend 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 attempt.
Move Object [Telekinetic]
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 maximum size of the target you can lift (see below). If the target is a creature that resists your attempt, your Use the Force check 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 targets 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 object by one category and deal an additional 2d6 points of damage (maximum size Colossal [frigate], 12d6 damage). Alternatively, you may spend a Destiny Point (see page 112)
to increase the maximum size of the object by three categories and deal an additional 6d6 points of damage (maximum size Colossal [station], 16d6 damage).
Surge
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. You may spend a Destiny Point (see page 112) to gain an additional 4 squares of movement; when you do so, you may also use any and all movement for the round as a part of a jump (no Jump check required).