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A Chev Jedi Master, Tresina Lobi became a leading member of the newly reformed Jedi Council just prior to the Battle of Ebaq. It was the disappearance of her apprentice, Thrynni Vae, that initially lead Luke and Mara to Duro a year after the invasion began. Because of the fate of her apprentice, Tresina took a more active role in the war, eventually earning the credentials to join Kenth Hamner, Kyp Durron, Saba Sebatyne, Cilghal, and Master Luke Skywalker on the Jedi Council.
| Tresina Lobi - D6 Stats |
D6 stats by Pel
Tresina LobiType: Chev Jedi Master
DEX 2D+2
Blaster 3D+2, dodge 5D+1, lightsaber 6D+1, melee parry 5D, thrown weapons 4D+2
KNO 4D
Alien species 5D, cultures 6D+2, intimidation 5D+1, scholar: Chev history 6D+1, scholar: Jedi Lore 5D+2, survival 4D+2
MEC 2D
Beast riding 3D, communications 3D+2
PER 3D+1
Bargain 6D+1, investigation 6D+2, persuasion 7D+1, search 7D
STR 2D+2
Climbing/jumping 4D+1
TEC 3D+1
Computer programming/repair 3D+2, first aid 4D+1, lightsaber repair 5D
Special Abilities:Force Skills: Control 6D, sense 7D+1, alter 4D+1
Control: Absorb/dissipate energy, accelerate healing, concentration, control disease, control pain, detoxify poison, emptiness, enhance attribute, hibernation trance, remove fatigue, short-term memory enhancement,
Sense: Beast languages, combat sense, danger sense, life sense, magnify senses, predict natural disaster, receptive telepathy, translation
Alter: Injure/kill, telekinesis
Control and Sense: Farseeing, lightsaber combat, projective telepathy
Control and Alter: Accelerate another’s healing, control another’s pain, detoxify poison in another, return another to consciousness, transfer Force
Control, Sense and Alter: Affect mind
This character is Force-sensitive.
Force Points: 5
Character Points: 12
Move: 10
Equipment: Lightsaber (5D, teal), Jedi robes
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| Tresina Lobi - d20 Stats |
D20 stats by Nova Spice
Tresina Lobi: Female Chev Jedi Consular 12/Jedi Master 1; Initiative +1 (+1 Dex); Defense 20 (+9 class, +1 Dex); Spd 10m; VP/WP 79/11; Atk +12/+7 melee (1d3+2, unarmed strike) or Atk +13/+8 melee (4d8+2, lightsaber); Atk +11/+6 ranged; SQ: Jedi Knight, force training, deflect (defense +2, attack -4, extend defense and attack), healing, block, force secret (Heal Self +1); SV Fort +9, SV Ref +8, SV Will +12; FP 12; DSP 0; Rep +6; Str 15, Dex 12, Con 11, Int 16, Wis 15, Cha 14
Equipment:: Lightsaber (teal)*, Jedi robes
Skills:: Craft (lightsaber) +7, Diplomacy +23, Gather Information +9, Intimidate +6, Listen +10, Knowledge (Jedi lore) +5, Knowledge (Chev) +7, Search +4, Sense Motive +12, Spot +11, Tumble +5
Force Skills:: Affect Mind +6, Empathy +9, Enhance Senses +15, Farseeing +8, Force Defense +7, Friendship +10, Heal Self +18, Move Object +8, See Force +9
Feats:: Alertness, Combat Expertise, Exotic Weapon Proficiency (lightsaber), Force-Sensitive, Skill Emphasis (Diplomacy), Trustworthy, Weapon Group Proficiencies (blaster pistols, simple)
Force Feats: Alter, Aware, Control, Force Mastery, Force Mind, Knight Mind, Master Mind, Sense |
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| Post Comment - view all comments (2 comments) |
| These are the last three comments in this thread. To view all of the comments on this entry, please click "view comments" above. | | Nova Spice | Thanks [B]Jim[/B]. :D
I have another batch of NJO characters ready for submission too. I hope everyone finds use for them in their campaigns, as I have in mine. | | Jim Williams | Master Mind....yummy. Good write-up. |
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