Archtype Characters

Below is a list of characters that are ready for use in events from WotC books or website.

Jedi Investigator (Website)
Female Miraluka Jedi Consular 4/Jedi Investigator 4; Init +3 (+1 Dex, +2 species); Defense 17 (+6 class, +1 Dex); Spd 10 m; VP/WP 66/14; Atk +8/+3 melee* (3d8–1/19–20, lightsaber) or +7/+2 ranged (3d6, blaster pistol); SQ: Block, Contacts (any two), Deflect (Attack –3, Defense +2), Favor +1, Force Sight, Profile, Target Bonus +2; SV Fort +8, Ref +5, Will +6; SZ M; FP 3; DSP 0; Rep +4; Str 8, Dex 12, Con 14, Int 14, Wis 10, Cha 16. CR 8
Equipment: Lightsaber*, blaster pistol, utility belt
* The Jedi sentinel has constructed her own lightsaber.
Skills: Computer Use +7, Craft (Lightsaber) +3, Demolitions +12, Gather Information +9, Hide +8, Knowledge (Jedi Lore) +4, Move Silently +8, Read/Write (Basic, Miralukese, Sith), Repair +8, Search +5, Sense Motive +6, Speak (Basic, Miralukese, Sith), Spot +7
Force Skills: Affect Mind +6, Enhance Senses +4, Farseeing +3, Force Stealth +6, Move Object +5, See Force +4
Feats: Cautious, Exotic Weapon Proficiency (lightsaber), Force-Sensitive, Gearhead, Skill Emphasis (Demolitions), Stealthy, Weapon Finesse (Lightsaber), Weapons Group Proficiency (blaster pistols, simple weapons)
Force Feats: Alter, Control, Lightsaber Defense, Sense

Lightsaber Defense
When wielding a lightsaber, you gain a +2 dodge bonus to Defense.
This is a modified version of deflect that allows the Jedi to deflect a ranged attack without the use of a lightsaber. If the Jedi does not have some sort of protective gear (such as an armored gauntlet), or an item that can withstand the ranged attack (such as an energy shield or suitably dense material), the Jedi must spend a Force Point to use this ability. (Force Points spent in this way do not add the usual bonus dice to d20 rolls that the Jedi makes in the subsequent round.) Block doesn't allow the Jedi to extend the defense beyond the Jedi's position, and all other rules concerning deflect (defense) and deflect (attack) apply.
Deflect (Attack -3)
To deflect blaster bolts with his lightsaber to redirect the attack towards a target within one range increment of the Jedi’s position. (The type of blaster determines the range increment.) The Jedi must be carrying an activated lightsaber to use this special ability. Deflecting and redirecting an attack is a reaction that cost the Jedi a move action in his next round. The Jedi must indicate that his is using his Deflect (Attack) when an opponent declares an attack against him but before any attack rolls are made. Deflect (Defense) and Deflect (Attack) can be used together in the same round (though the Jedi can decide not to use the defense if he wants a better chance of redirecting the incoming attack). The Jedi can deflect and redirect a number of attacks equal to one-half his Jedi level, rounded up. The redirected attack must miss the Jedi by 5 or less; any attack that hits the Jedi or misses by 6 or more points can’t be redirected.
Deflect (Defense +2)
To deflect blaster bolts and other projectiles with his lightsaber, thereby providing a dodge bonus to Defense against such attacks. You must be carrying an active lightsaber to use this special ability. Deflecting an attack is a reaction that costs the Jedi a move action in his next round. The Jedi must indicate he is using Deflect (Defense) when an opponent declares an attack against him, but before any attack rolls are made. When used in this fashion, the Jedi gains the dodge bonus against all ranged attacks directed at him in the round. Deflect (Defense) can be used in conjunction with total defense for even greater protection, providing the dodge bonus for deflecting the attack and the +4 dodge bonus granted by using total defense. In this case, Deflect (Defense) isn’t a reaction; it’s an attack action used in a round when the Jedi expects to come under heavy fire.
Target Bonus +2
A Jedi Investigator understands his target (or targets) so well that he gains a +2 competence bonus to attack rolls against any one individual. To receive this benefit, the Jedi Investigator must interact with the target for a period of 10 rounds or spy on the target for a period of 1 day. The Jedi Investigator applies the same bonus to Bluff, Listen, Search, Sense Motive, and Spot checks when using these skills in opposition to the target. The Jedi Investigator can transfer this bonus to a new target only when the previous target is slain or otherwise neutralized.
Favor +1
By making a favor check, the Jedi Investigator can call upon contacts and resources that most heroes don’t have. This allows the Jedi Investigator to gain important information without going through the time and trouble of a Gather Information skill check, or to requisition resources without paying for them. Favor can also be used to acquire the loan of equipment or documents from influential acquaintances. Simple favors are DC 10, while expensive or illegal favors could be DC 20 or higher. The Jedi Investigator cannot take 10 or 20 on this check, nor can he make multiple attempts at the same (or virtually the same) favor. A Jedi Investigator can try to call in a favor a number of times per week of game time equal to one-half his Jedi Investigator level, rounded up.
Force Sight
Miraluka are blind to all wavelengths of light. However, their ability to see through the Force allows them to sense their surroundings as though they could see normally, allowing them to attack and make skill checks without suffering penalties for blindness. Using Force sight is a free action and costs a Miraluka no vitality points.
When examining the scene of a crime or violent attack, the Jedi Investigator can make a Sense Motive check. The result determines what information the Jedi Investigator can derive form the crime scene. Each time the Jedi Investigator encounters another crime scene belonging to the same perpetrator, he gains a +5 circumstance bonus on this check. (The GM might wish to apply this bonus secretly if the Jedi Investigator doesn’t know the identity of the perpetrator.) “Relative level” is given in terms of being much lower than the Investigator (four or more levels); approximately the same level as the investigator (within three levels); or higher than the Investigator (four or more levels higher).
Task Time DC
Determine perpetrator’s motive 10 minutes 15
Determine perpetrator’s species and gender 30 minutes 20
Determine perpetrator’s primary class 1 hour 25
Determine perpetrator’s relative level 6 hours 30
Affect Mind
Alter Perceptions: This creates a simple false stimulus, such as a brief sound or a fleeting image, detected by a single person and lasting no more than a single round. It is generally used to distract an opponent, which can also have the effect of a feint (see Bluff). Note that the target receives a +2 circumstance bonus on their saving throws for every additional person beyond the first that you want to detect the false stimulus.
Suggestion: This is the classic “Jedi mind trick,” allowing you to make an otherwise unpalatable suggestion seem completely acceptable to the target, and the suggestion can’t obviously threaten the target’s life. The target won’t realize later that what he did was unreasonable.
Time/Vitality: Affect Mind is a full-round action, provokes an attack of opportunity, and costs 2 (alter perceptions) or 4 (suggestion) vitality per use.
Result (on the d20) Will Saving Throw DC
Up to 9 10
10-18 15
19-28 20
29+ (requires force point) 25
Enhance Senses
Check adds a Force bonus to any Listen, Search, Sense Motive, or Spot check for 10 minues and costs 3 Vitality Points. It also adds to Survival checks made to find or follow tracks.
Result (on the d20) Force Bonus
6-10 +2
11-15 +4
16-20 +6
21+ (requires force point) +8
Seeing Other Places:The DC of the Farseeing check is based on what you want to view. Seeing another place is DC 15 (costs 3 Vitality), seeing events of the past is DC 20 (costs 6 Vitality), and seeing events of a possible future is DC 25 (costs 9 Vitality). Since the future is mutable, the accuracy of such visions can be far from perfect. The higher the result, the more details you glean. A Farseeing check takes 1 hour. You can only make one Farseeing check in any give week.
Reroll: You can also use Farseeing to gain a reroll after you fail an attack roll, saving throw, or skill check. The DC for this is application of the skill is DC 25 and costs 9 Vitality. If successful, and if you haven’t used the skill within a week, you can check to gain a reroll to use immediately.
Force Stealth
Whenever a Force-User wants to mask his presence in the Force, for whatever reason, he gathers the Force around him, meditates, and attempts to hide his connection to the Force. Your Force Stealth check is opposed by the See Force check of another Force-User. No check is made until another character attempts to use the See Force skill (or Sense feat in some cases), but you must declare that you have activated the skill prior to that attempt, pay the 2 point vitality cost, and still be within the 10 minute time limit of the skill’s usefulness.
See Force
As a full-round action that provokes an attack of opportunity the character can spend 3 Vitality poins to make a check. Your See Force check is opposed by the Force Stealth check of another Force-User. If there is someone or something to detect, you spot a glowing line for energy in the Force, more brilliant than the presence of non-Force-users, and mentally follow it to its source. You can use this skill on a specific target within your sphere of influence (a radius in meters equal to 100 x your Force-user level). On a successful check, the GM reveals whether or not the target is a Force-user (if the target has the Force-Sensitive feat, the target is a Force-user) and, if so, the relative strength of the target’s Force-using ability compared to your own. (If the target has more levels in Force-using classes than you do, the target is more powerful than you are.) You don’t have to be able to see your target, but you should have a general idea that someone’s there. You can also use See Force to examine currents and emanations in the Force to reveal the presence of other Force-users within your sphere of influence (which is 100 meters x your Force-user level). If there is no Force Stealth check to oppose your See Force check, the DC is 25 minus the Force-user level of the target that could be sensed (you sense the closest target with the first check, and subsequent checks reveal other targets, if there are any, ranging out from there).
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