Name: Yan Dooku
Level: 75
Hit Points: (Level+Con) x2= 396
Armor Class: (INT+Con+INT)/3 =193 (326 if fighting one person)
Mental AC= (Wisdom+Int+CHA) /3= 157
Weapons: Curved hilt Saber, 1d200 (1d400 if fighting one person)
Force to Hit= +181
Lightsaber To hit= 256 (512 if one person)
Initiative: +200 (+400 if fighting one person)
Character Attributes:
Strength: 206 (+98)
Constitution: 256 (+123)
Dexterity: 228 (+109)
Wisdom: 381 (+186)
Charisma: 195 (+88)
Intelligence: 400 (+200)
Classes
Jedi Consular
Level 1: +2 To All Mental Stats. Niman, Makashi, Soresu Unlocked Simple weapons Unlocked (Single Saber).
Level 2: +2 To All Mental Stats.
Level 3: +2 To All Mental Stats.
Level 4: +2 To All Mental Stats.
Level 5:+2 To All Mental Stats. Learn All Force Abilities in one Less turn.
Level 6: +2 To All Mental Stats.
Level 7: +2 To All Mental Stats. Force Whirlwind Tree Unlocked.
Level 8:+2 To All Mental Stats.
Level 9: +2 To All Mental Stats.
Level 10: +2 To All Mental Stats. Advanced Classes Unlocked!
Jedi Sentinel
Level 1: +1 To All Stats. Ataru, Niman, Jar'kai, Unlocked. Normal Weapons Unlocked (Lightsaber, Shoto, Dual Sabers)
Level 2: +1 To All Stats
Level 3: +1 To All Stats; +2 Mental AC. +2 to All Skills.
Level 4: +1 To All Stats
Level 5:++1 To All Stats, +2 Mental AC. +2 to All Skills.
Level 6: +1 To All Stats
Level 7: +1 To All Stats. +2 Mental AC. +2 to All Skills.
Level 8:++1 To All Stats
Level 9: +1 To All Stats
Level 10: +1 To All Stats Advanced Classes Unlocked!
Jedi Peacekeeper: Requirement Jedi Guardian or Jedi Consular
Level 1: +4 To Intelligence, Strength and Dexterity: Unlock Battlemeditation/Psychometry if not already unlocked.
Level 2: +4 To Intelligence, Strength and Dexterity:
Level 3: +4 To Intelligence, Strength and Dexterity: Unlock Shatterpoint if not Already unlocked.
Level 4: +4 To Intelligence, Strength and Dexterity:
Level 5: +4 To Intelligence, Strength and Dexterity:. Force Valour Level 5 Granted.
Level 6: +4 To Intelligence, Strength and Dexterity:
Level 7: +4 To Intelligence, Strength and Dexterity: Effects of Force Valour are doubled when fighting in a team.
Level 8: +4 To Intelligence, Strength and Dexterity:
Level 9: +4 To Intelligence, Strength and Dexterity: Effects of BattleMeditation are doubled.
Jedi Weapon Master: Requirement, Jedi Sentinel or Jedi Guardian
Level 1: +4 To All Physical Stats. Exotic Weapons Unlocked (Light -Whip, Tonfa Saber, Light-Flail, Light Shield and Saber, Double-Bladed Saber)
Level 2: +4To All Physical Stats.
Level 3: +4 To All Physical Stats. Exotic Saber Styles Unlocked: (Tripzest, Trakata, Dun Moch, Sokan)
Level 4: +4 to All Physical Stats.
Level 5:+4 to All Physical Stats. Learn Saber styles in one less turn.
Level 6: +4 to All Physical Stats.
Level 7: +4 to All Physical Stats. In Event of a tied saber Style advantage, you still receive your bonuses.
Level 8:+4 to All Physical Stats.
Level 9: +4 to All Physical Stats. Always receive Saber style bonuses even if opponent is higher level or tied.
Jedi Healer: Requirement, Jedi Sentinel or Jedi Consular
Level 1: +4 To All Mental Stats. Learn ForceHeal/Force Resurrection/Force Valor techniques in two less turns.
Level 2: +4 To All Mental Stats.
Level 3: +4 To All Mental Stats. Unlock Midi-Chlorian Manipulation.
Level 4: +4 To All Mental Stats.
Level 5:++4 To All Mental Stats. Double effects of Force heal.
Level 6: +4 To All Mental Stats.
Level 7: +4 To All Mental Stats. Double Effects of Force Valor
Saber Forms:
Shii-Cho:
(Base Penalty is -8)
Level 1: -6 to hit Penalty to Lightsaber Combat
Level 2: -4 to hit Penalty to Lightsaber Combat
Level 3: 0 to hit Penalty to Lightsaber Combat, Start first when fighting multiple opponents
Level 4: +2 Bonus to hit in LightSaber Combat
Level 5: +4 Bonus to hit in Lightsaber Combat, + 2 Turns during a round when fighting multiple opponents (First turn and Last turn)
Level6: +6 Bonus to hit in Lightsaber Combat
Level 7:+8 Bonus to hit in Lightsaber Combat, Starts First when fighting 1 opponent.
Level 8: +10 Bonus to hit in Lightsaber Combat
Level 9: +12 Bonus to hit in Lightsaber Combat
Level 10: +14 Bonus to hit in Lightsaber Combat, + 2 turns during a round when fighting 1 opponent
Jar'Kai:
(Base penalty is -6)
Level 1: -4 to Hit Penalty for Dual Wielding
Level 2: -2 to hit Penalty for Dual Wielding
Level 3: +2 Dexterity, 0 to hit Penalty to dual Lightsaber Combat, 1/4 Damage to One other Opponent when hitting an opponent
Makashi:
Makashi:
Level 1: +3 to Hit Against other swordsman
Level 2: +6 to Hit against other swordsman
Level 3: +2 intelligence, Use Intelligence in the place of Strength if Higher;Gain an extra saber attack for every successful hit against you;
Level 4: +4 Intelligence
Level 5: + 6 Intelligence, Use intelligence in place of Dexterity if Higher. if fighting multiple opponents, make a strategy check against highest level opponent at beginning of the fight. If Successful, only lowest leveled opponent may perform an action for five rounds.
Level6: + 8 Intelligence,
Level 7:+ 10Intelligence,Makashi Riposte: Gain an extra saber attack for every missed hit against you; Prevent AC/Damage Immunity Negation by any means if fighting one opponent.
Level 8:+ 12 Intelligence,
Level 9:+ 14 Intelligence,
Level 10:+ 16 Intelligence, If fighting one opponent. Double intelligence modifier.
Soresu:
Level 1: +2 to AC
Level 2: +4 to AC
Level 3: +2 Constitution, Immune to saber Damage (aside from crits) for first three rounds
Level 4: + 4 Constitution
Level 5: +6 Constitution, Immune to saber Damage (aside from Crits) for first five rounds
Ataru
Level 1: +2 to Atheltics
Level 2: +4 to Athletics
Level 3: + 2 dexterity, Use Dexterity in the place of strength if higher.
Shien/Djem-So:
Level 1: +2 to AC
Level 2: +4 to AC
Level 3: +2 Strength, 25% Chance Critical Hits may be Reflected back towards opponents at 1/4damage.
Niman
Level 1: +1 to All stats
Level 2: +2 to All Stats
Level 3: +3 to All Stats, No negative force modifiers for first three rounds even if hit..
Level 4: +4 to All Stats
Level 5: +5 to All stats, Gain level 2 in All forms aide from Vaapad/Juyo/Makashi
Level6: +6 to All Stats
Level 7:+7 to All Stats; Immune to Negative force Modifiers
Sokan
Level 1: +1 to All Mental Attributes
Level 2: +1 to All Mental Attributes
Level 3: +1 to All Mental Attributes; +2 Strategy, If you lose a strategy check, reroll.
Level 4: +1 to All Mental Attributes
Level 5: +1 to All Mental Attributes; +2 Strategy, If you lose a strategy check, reroll with a +5 Modifier
Level6: +1 to All Mental Attributes
Level 7: +1 to All Mental Attributes;+2 Strategy, If you lose a strategy check, reroll with a +10 Modifier
Level 8 +1 to All Mental Attributes
Level 9: +1 to All Mental Attributes; +2 Strategy, 25% Chance of autowinning all strategy checks for the battle. Sokan abilities apply to battlefieds/space battles as well as duels.
Dun Moch (Must be Neutral or Dark to Use)
Level 1: +2 to Charisma
Level 2: +2 to Charisma
Level 3: +2 to Charisma; Reduce Damage taken by 1/10 of your Charisma Modifier
Level 4: +2 to Charisma
Level 5: +2 to Charisma; Reduce Damage Taken by 1/5 of your Charisma Modifier
Level6: +2 to Charisma
Level 7: +2 to Charisma; Reduce Damage Taken by 1/4 of your Charisma Modifier
Level 8 +2 to Charisma
Level 9: ++2 to Charisma; Reduce Damage Taken by 1/2 of your Charisma Modifier
Force Abilities
Neutral
Tutaminis:
Tutaminis (Neutral Power):
Level 1: +2Constitution
Level 2: +2 Constitution
Level 3: +2 Constitution; Decrease energy damage by 1/4.
Level 4:+2 Constitution
Level 5: +2 Constitution; Decrease Force Damage by 1/4, Cruitorn Unlocked.
Level 6: +4 Constitution
Level 7:+4 Constitution; Decrease Energy/Force energy Damage by 1/2.
Level 8:+4 Constitution
Level 9:+4 Constitution
Level 10: +4 Constitution; Immune to Energy/ Force Energy Damage
Force Stealth
Level 1: +2Wisdom, +2 Stealth
Level 2: +2 Wisdom, +4 Stealth
Level 3: +2 Wisdom, +6 Stealth, Non-force users cannot see you if you do not wish to be seen. Combat breaks this.
Level 4: +2 Wisdom, +8 Stealth.
Level 5: +2 Wisdom, +10 Stealth, May Cloak your force signature from force users.
Level 6: +4 Wisdom, +12 Stealth.
Level 7:+4 Wisdom, +14 Stealth. First Three Turns of Combat are from Stealth. (Double damage)
Level 8:+4 Wisdom, +16 Stealth.
Level 9:+4 Wisdom, +18 Stealth.
Level 10: +4 Wisdom, +20 Stealth. First Five Turns of Comabt are from Stealth. (Double damage.
Force Speed
Level 1: 2 Dexterity, +2 to Initiative Rolls
Level 2: 2 Dexterity, +4 to Initiative Rolls
Level 3: 2 Dexterity, +6 to Initiative Rolls; First Three Turns To Hit is increased by 1.25x.
Level 4: 2 Dexterity, +8 to Initiative Rolls
Level 5: 2 Dexterity, +10 to Initiative Rolls; First Five Turns To hit is Increased by 1.25x
Level 6: 4 Dexterity, +12 to Initiative Rolls
Level 7: 4 Dexterity, +14 to Initiative Rolls; First Five Turns To Hit is increased by 1.5x
Level 8: 4Dexterity, +16 to Initiative Rolls
Level 9: 4Dexterity, +18 to Initiative Rolls
Level 10: 4 Dexterity, +20 to Initiative Rolls First Five Turns To Hit is increased by 2x.
LIGHT
Healing
Level 1: 2 Constitution, +2 Wisdom
Level 2: 2 Constitution, +2 Wisdom
Level 3:2 Constitution, +2 Wisdom, Upon beginning of third round, heal for 1/4 of your total HP.
Level 4: 2 Constitution, +2 Wisdom
Level 5: 2 Constitution, +2 Wisdom, Upon beginning of third round, heal for 1/2 of your total HP. Force Resurrection tree unlocked.
Level 6: +2 Constitution, +2 Wisdom
Level 7: 2 Constitution, +2 Wisdom; Upon Beginning of Third Round, Heal allies for 1/4 your total HP.
Level 8: 2 Constitution, +2 Wisdom
Level 9: 2 Constitution, +2 Wisdom
Level 10: 2 Constitution, +2 Wisdom; Upon Beginning of Third Round, Heal allies for 1/2 your total HP.
Force Valour
Level 1: 2 Constitution, +2 Wisdom
Level 2: 2 Constitution, +2 Wisdom
Level 3:2 Constitution, +2 Wisdom, Boost AC/To Hit by 10 For First Three Rounds
Level 4: 2 Constitution, +2 Wisdom
Level 5: 2 Constitution, +2 Wisdom, Boost AC/To Hit by 10 For First Five Rounds
Level 6: +2 Constitution, +2 Wisdom
Level 7: 2 Constitution, +2 Wisdom; Boost AC/To Hit by 20 For First Three Rounds
Level 8: 2 Constitution, +2 Wisdom
Level 9: 2 Constitution, +2 Wisdom
Level 10: 2 Constitution, +2 Wisdom; Boost AC/To Hit by 20 For First Five Rounds
Neutral
Life Detection:
Level 1: Can sense life within 1/4 Mile.
Level 2: Can Sense Life within 1/2 Yards.
Level 3: Can Sense Life within 1 mile. Force Sight tree Unlocked.
Level 4: Can sense life within 10 Miles.
Level 5: Can Sense life within 100 miles. Battle Meditation Unlocked tree if not already purchased.
Level 6: +1 Charisma
Level 7: +1 Charisma
Level 8: +1 Charisma
Level 9: +1 Charisma
Level 10: +1 Charisma
Sense Force:
Level 1: Can sense status of the force within 1/4 Mile. Force Empathy tree Unlocked
Level 2: Can Sense status of the force within 1/2 Yards.
Level 3: Can Sense status of the force within 1 mile. Battle Precognition tree Unlocked
Level 4: Can sense status of the force within 10 Miles.
Level 5: Can Sense status of the force within 100 miles. Shatterpoint tree Unlocked if not already purchased.
Level 6: +1 Intelligence
Level 7: +1 Intelligence
Level 8: +1 Intelligence
Level 9: +1 Intelligence
Level 10: +1 Intelligence
Force Sight:
Level 1: Gain Ability to Seen for miles.
Level 2: +1 Wisdom,
Level 3: Gain Ability to See for events on a different Planet, Force Projection Unlocked
Level 4: +1 Wisdom
Level 5: Gain Ability to See for events in the past, Flow Walk Unlocked
Level 6: +1 Wisdom
Level 7: +1 Wisdom
Level 8: +1 Wisdom
Level 9: +1 Wisdom
Level 10: +1 Wisdom
Force Empathy:
Level 1: Gain Ability to Sense Others Emotions. Dialogue.
Level 2: +1 Wisdom,
Level 3: Gain Ability to Influence others emotions. Dialogue
Level 4: +1 Wisdom
Level 5: AutoSuccess on Manipulating Non FOrce User's emotions. Dialogue
Level 6: +1 Wisdom
Level 7: +1 Wisdom
Level 8: +1 Wisdom
Level 9: +1 Wisdom
Level 10: +1 Wisdom
Telepathy:
Level 1: +1 Wisdom, Comprehend Speech. Dialogue Options.
Level 2: +1 Wisdom,
Level 3: +1 Wisdom, , Jedi Mind Trick Unlocked. Dialogue Options.
Level 4: +1 Wisdom, , Comprehend Speech. Dialogue Options.
Level 5: ++1 Wisdom, Illusions Tree Unlocked
Level 6: +1 Charisma
Level 7: +1 Charisma
Level 8: +1 Charisma
Level 9: +1 Charisma
Level 10: +1 Charisma
Battle Precognition:
Level 1: +2 Dexterity, +1 AC.
Level 2: +2 Dexterity, +1 AC.
Level 3: +2 Dexterity, +1 AC
Level 4: +2 Dexterity, +1 AC
Level 5: +2 Dexterity, ++1 AC
Level 6:+2 Dexterity, ++1 AC
Level 7: +2 Dexterity, +1 AC.
Level 8: +2 Dexterity, +1 AC
Level 9: +2 Dexterity, +1 AC.
Level 10: +2 Dexterity, +1 AC
Force Jump:
LeveL 1: +2 Strength, May Jump One Story Buildings
Level 2: + 2 Strength, May Jump Three Story Buildings
Level 3: + 2 Strength , May Jump Five Story Buildings
Level 4: ++ 2 Strength, May Jump Seven Story Buildings
Level 5: + 2 Strength, May Jump Nine Story Buildings
Level 6: +4 Strength
Level 7: +4 Strength
Level 8: +4 Strength
Level 9: +4 Strength
Level 10: +4 Strength, Flight.
Telekinesis
Level 1: +2 Wisdom, can lift R2D2 level objects Unlock Force Push/Force Choke
Level 2: +2 Wisdom, Can lift small speeder objects
Level 3: +2 Wisdom, Can lift large Speeders; Upon third round, May attack Opponent with 6D4 debris.
Level 4: +2 Wisdom, Can lift AT-AT Level craft
Level5: +2 Wisdom, Can Lift Starship Level Craft, Unlock Telekinetic Saber Style
Level 6: +4 Wisdom
Level 7: +4 Wisdom
Level 8: +4 Wisdom
Level 9: +4 Wisdom
Level 10: +4 Wisdom
Force Push
Level 1: +2 Wisdom, May do 1D10 Damage to opponent upon first round.
Level 2: +2 Wisdom,
Level 3: +2 Wisdom, May do 2D10 damage upon third round
Level 4: +2 Wisdom,
Level5: +2 Wisdom, May do 3d10 Damage upon Fifth round
Level 6: +4 Wisdom
Level 7: +4 Wisdom; May do 4d10 Damage to two Opponents upon Seventh round
Level 8: +4 Wisdom;
Level 9: +4 Wisdom
Level 10: +4 WisdomMay do 5d10+Wisdom Damage to all Opponents upon Seventh round
Light
Force Stun:
Level 1: + 2 Wisdom, 1 Opponent may be stunned at beginning of the fight
Level 2: +4 Wisdom,
Level 3: +6 Wisdom, 1Opponent may be stunned at round 3 of the fight
Level 4: +8 Wisdom,
Level 5: +10 Wisdom, 1 Opponent may be stunned at round 5 of the fight.
Level 6: +4 Wisdom
Level 7: +4 Wisdom 1 Opponent may be stunned at round 7 of the fight
Level 8: +4 Wisdom
Level 9: +4 Wisdom
Level 10: +4 Wisdom; Abilities of force stun apply to all opponents
Shatterpoint:
Level 1: +2 Intelligence, +2 Wisdom, Begin to see shatter points in the physical world around you. Decisions Unlocked.
Level 2: +4 Intelligence, +4 WIsdom, Begin to see shatterpoints in people's personalities.Decisions Unlocked.
Level 3: +6 Intelligence, +4 WIsdom, Instinctively see Shatterpoints in combat. Insta-crit on all damage given.
Battle Meditation:
Level 1: +2 Intelligence,+ 4 Strategy; Army/Navy health is multiplied by 1.5
Level 2: +4 Intelligence, +6 Strategy, Army/Navy is immune to Demoralization
Level 3: +6 Intelligence, +8 Strategy, Opponent's Army/Navy is demoralized (negative modifiers for Battlefields)
Level 4: +8 Intelligence, +10 Strategy, Army/Navy health is doubled.
Level 5: +10 Intelligence, +10 Strategy, Army/Navy Combat Strength is double.