The Republic's Province
One arrogant son of a bitch... But he sure gets the job done.
Twi’lek Jedi Shadow/Scoundrel
AC 14 FORT 12 REF 14 WILL 13
Healing surges per day: 6
Acrobatics +7, Bluff +10, Persuasion +10, Stealth +7, The Force +8
Athletics +1, Galactic Lore +0, Heal +3, Insight +3, Intimidate +3, Perception +3, Pilot +2, Streetwise +3, Survival +3, Tactics +0, Technology +0
Move action; Personal
Effect: You shift up to 2 squares. The next time you hit an enemy with a melee basic attack this turn, you can knock it prone.
Move action; Personal
Effect: You shift up to 3 squares. Until the end of your next turn, you gain combat advantage against enemies that are within 5 squares of you and have none of their allies adjacent to them.
Keyword(s): Ranged or Melee weapon
Standard action; Range: weapon
Prerequisite: You must use this attack on an enemy you are hidden from
Target: One enemy
Attack: Base attack vs. AC
Hit: 2[W] plus base damage, and the target is dazed (save ends).
Immediate interrupt; Personal
Trigger: You are hit by an attack.
Effect: The attacker must re-roll the attack and use the second result.
Free Action; Personal
Trigger: You make an attack
Effect: Make a Force check. If your result exceeds the passive Insight of creatures observing you, they believe something or someone else was the source of the triggering attack and treat you as invisible until the start of your next turn.
Sneak Attack: Once per turn, when you deal damage to an enemy granting combat advantage, you deal an additional 2d6 damage to the enemy. This damage increases to 3d6 at level eleven.
Deadly Bluff: You can make a Bluff check to gain combat advantage against an adjacent enemy as a minor action instead of as a standard action. If your check beats the enemy’s Insight check, the enemy grants combat advantage to you and your allies until the end of your next turn.
Prerequisites: STR 13, DEX 15
Benefit: You gain a +1 feat bonus to attack and damage rolls made with a lightsaber. This bonus increases to +2 at level 11.
Advisor: You grant allies within 10 squares of you a +1 bonus to Persuasion checks.
Conditioning: You gain a +1 bonus to Fortitude.
Charm: You can you Charm as an encounter power.
Bonuses: +2 Dexterity, +2 Charisma, +2 Bluff, +2 Persuasion
Properties: High Crit, Off-hand, Versatile
Proficiency Bonus: +3
AC Bonus: +2
Resist All: None
Check Penalty: None
Speed Penalty: None
No`vus grew up in a wealthy merchant family that settled on Coruscant. At an early age, No`vus was found to be force sensitive. Seeing this as an opportunity to fluff up his family even more, No`vus’ father enrolled him immediately. There, he learned more about the force and developed his cocky attitude. In his early twenties, it was clear that most of the instructors had enough of him. While in his Tràkata class, he was approached by a Jedi in dark metal armor. He proposed that the Jedi could utilize his “talents” elsewhere, and he then offered a contract. Without much thinking, No`vus signed it. Little did he know that it enlisted him into the Hidden Order Initiative; an operation started to train shadows to fight the unseen war. There, under the tutelage of Miralukan Jedi Master Nimaan Shar, he trained honing his furtive techniques. His master made it forbidden to build his own lightsaber for his right of passage; he must use the first saber he collects from the first sith apprentice (or dark jedi) that he eliminates. After several years, No`vus received his first assignment. He has to track down the jedi assassin that’s been making easy work of some of the new recruits that are now graduating from the academy.