Special Abilities
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Unique
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Melee Attack
(Can attack only adjacent enemies)
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Double Attack
(On his turn, this character can make 1 extra attack instead of moving)
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Avoid Defeat
(Whenever this character would be defeated, make 2 saves, each needing 11; if both succeed, this character has 10 Hit Points instead of being defeated)
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Distraction
(Suppresses adjacent enemy commander effects)
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Stealth
(If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Force Powers
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Force 5
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Force Heal 30
(Force 2, replaces attacks: touch; remove 30 damage from a living character)
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Force Withdrawal
(Force 1, useable only on this character's turn: Until the start of this character's next turn or until he spends a Force point, he gains Force Immunity)
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Jedi Mind Trick 2
(Force 2, usable only on this character's turn: range 2; target living enemy and 2 living enemies adjacent to that target are considered activated this round and cannot make attacks of opportunity this turn; save 11)
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Lightsaber Defense
(Force 1: When hit by an attack, this character takes no damage with a save of 11)
"He's still alive and causing them grief. It's his way." -- Quinlan Vos, on Tholme