Special Abilities
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Light Tutor (At the start of the skirmish, choose an ally. If that ally does not have a Force rating, it gains Force 1 and can spend this Force point normally; it is considered to have a Force rating for the rest of the skirmish. If that ally already has a Force rating, it gains 1 Force point.)
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Draw Fire (If an enemy targets an ally within 6 squares of this character, you may force that enemy to target this character instead if it can; save 11)
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Unique
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Empathy (Allies with Savage within 6 squares lose Savage)
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Parry (When hit by a melee attack, this character takes no damage with a save of 11)
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Wall Climber (This character ignores difficult terrain, enemy characters, low objects, and pits when moving as long as a square he occupies and a square he is moving into are adjacent to a wall)
Force Powers
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Force Alter (Force 1: range 6; any 1 enemy rerolls its last attack)
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Force Defense (Force 3: Cancel a Force power used by a character within 6 squares)
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Force Spirit 8 (If this character is defeated, immediately add 8 Force points to an ally with a Force rating; that ally can spend Force points 1 extra time per turn for the rest of the skirmish)
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Illusion (Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11)
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Jedi Mind Trick (Force 1, usable only on this character's turn: range 2; target living enemy is considered activated this round and cannot make attacks of opportunity this turn; save 11)
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Master of the Force 3 (May spend Force points up to 3 times in a single turn)
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Force Renewal 3 (This character gets 3 Force points each time he activates)
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Force 6
Commander Effect
Characters in your squad can spend this character's Force points. (A character still can't spend Force points more than once per turn and can't combine its own Force points with this character's.)
"Amazing. Every word of what you just said was wrong. The Rebellion is reborn today. The war is just beginning. And I will not be the last Jedi."