Craftsmen and Chimeras Wiki

Sienn'teksa

Sith acolyte

Siennteksa

Basic information

Birth name

Sienn'teksa

Birthplace

Ryloth

Personal and Family Information

Religion

Sith

Characteristics

Race

Twi'lek

Hair

None

Occupation

Negotiator (former)
Assassin (former)
Sith acolyte

Affiliations

Zorba the Hutt

Sienn'teksa

Sith acolyte

Combat stats

Strength: 0
Dext.: 4

Contn.: 2
Intel.: 4

Hybrid pseudostats

Might: 4
Prws.: 4

Power: 8
Cun.: 8

Noncombat skills

Interpers.: 7
Trickery: 2

Survival: 1
Education: 1

Other stats

HP: 21

Speed: 6

Size: Medium

Race: Twi'lek

Armor (e/m): 7/0
Reflex (e/m): 4/2

Fort. (e/m): 2/2
Will. (e/m): 4/2

Sienn'teksa (also called Teksa, for short) is a Twi'lek Sith acolyte.

Biography[]

Teksa was sold into the service of a prominent Hutt businessman, Zorba the Hutt, at a young age, where her force sensitivity was quickly noticed. Her master quickly put her to work manipulating his business rivals for enormous profit. As a result of the value of her service and loyalty, Teksa worked her way to Zorba's right hand.

In 1019 ABY, Zorba was assassinated, presumably by the leader of a rival cartel. Powerless to retaliate, Sienn'teksa was forced to flee Nar Shaddaa, her adoptive homeworld, but vowed revenge against whoever had ordered the assassination nonetheless.

Teksa spent the following years as a self-employed assassin for wealthy patrons, but never resettled. In 1022 ABY, she was discovered by the Sith Order, and taken for training as an acolyte at the Sith Academy on Korriban.

Items[]

Renegotiation

Heirloom weapon

A sabrestaff, consisting of a long hilt with a plasma blade at each end.

WeaponTwo-handed, Powerful, Thrown
Hit die: 2d4Range: 1 melee, 8 thrown
Accuracy mod.: 0
Properties: You do not grant combat advantage from being flanked.


Sith Apprentice's Robes

Level 0 armor

Dark robes commonly worn by Sith apprentices.

Armor ✦ Cloth
Armor: +7 evasion


Simple Red Colour Crystal

Item (level 0)

A simple red colour crystal for a lightsaber.

Enhancement: +0 Intelligence, +0 to all damage


{{Weapon

Abilities[]

Non-combat abilities[]

Realpolitik

Utility

"Politics have no relation to morals."

Encounter ✦ Interpersonality
Free action
Trigger: One or more individuals express moral qualms with your actions or plan of action.

You make an interpersonality check. If it succeeds, the subject(s) strongly reconsider their convictions.


Inscrutable

Utility

You have become adept at keeping your motives hidden.

Passive ✦ Trickery
Passive ability

You gain a +4 bonus to rolls made to evade questions about yourself.


Combat abilities[]

Ataru Technique

Stance

The Ataru technique, designated form IV by the Jedi, is the most aggressive and relentless of the lightsaber techniques.

At-will ✦ Martial, Stance, Movement
Minor action      Lightsaber

Effect: Until you switch to another lightsaber stance,

  • Whenever you make a melee attack with your lightsaber, you may shift up to 1 tile before and after making the attack.
  • Whenever one of your melee attacks with a lightsaber solidly hits, its target(s) grant combat advantage until the end of your next turn.


Combat Awareness

Defence

You remain always-vigilant for weakness.

Passive ✦ Martial
Passive ability

You may use Disarm as an attack of opportunity.


Sabotage

Utility

You take full advantage of every opening in your opponents.

At-will ✦ Martial
Immediate reaction
Trigger: An ability solidly hits on an opponent against whom you have combat advantage

Effect: You may choose to invoke the ability's Sabotage action.

Abilities which have the Sabotage keyword but no associated roll should roll 3d6 to determine whether they "solidly hit". In this case, determination of combat advantage is made on the basis of the target of the Sabotage ability.


Relentless Assault

Attack

You dispassionately tear into your foe.

At-will ✦ Martial, Sabotage
Standard action      Melee weapon
Target: One enemy
Attack: Weapon vs. Armor

Effect: You may shift up to 1 tile as a free action prior to your attack. This movement does not provoke attacks of opportunity.
Hit: 1[W] damage.

Special: You may use your movement action between the shift and attack.

Sabotage: Minor: You may attempt to disarm the foe.


Guarded Stance

Defense

Your stance is guarded, always prepared for an attack.

At-will ✦ Martial, Sabotage
Standard action

Effect: You may perform a disarm as an immediate interrupt the next time you are attacked until the end of your next turn.

Sabotage: You may choose one tile adjacent either to you or your foe. The disarmed weapon(s) are dropped there.


Battle Dance

Utility

You constantly dart around your enemies in combat, drawing their attention every which way.

At-will ✦ Movement, Sabotage
Move action      Melee weapon
Target: One enemy
Attack: Cunning vs. Reflex

Effect: Move to any tile adjacent to target, ignoring movement impairing effects and attacks of opportunity.
Hit: Gain combat advantage against foe until the end of your next turn.

Sabotage: Gain 2 bonus evasion until the end of your next turn.


Sudden Sabotage

Utility

You always keep a few surprises ready.

Encounter ✦ Sabotage
Minor action
Trigger: You use an ability with the Sabotage keyword

Effect: You trigger the Sabotage effect. This effect may cause Sabotage to occur multiple times.

Sabotage: The ability refreshes at the beginning of your next turn.


Hand-to-hand Evasiveness

Defense

You've accrued much experience fighting the unarmed.

Passive ✦ Martial, Disarm
Passive ability

Against unarmed opponents, disarm's effect is replaced by the following: You evade the next evadable attack made by the enemy against you.