Melannari

Background
Melannari was born to a Zeltron woman and human man. Her father died in the galactic conflict, shot down by blaster fire. She however while also being in the line of fire was unharmed. Her mother recognized she was unique and this is how she cam to be training in the Meridia temple.

She was a Padawn graduate from about five years back. Upon becoming a Padawan she wanted to focus more on the Makashi form. This lead her being assigned under a knight who was stationed elsewhere than Meridia. She left and ventured with this knight to various places. Typically it was within the core worlds where there was more diplomacy and back room deals. This was her new setting in life and she took to it and molded herself to fit into this setting.

After hearing the call for aid she wanted to return to answer the call, though the planet had been blockaded. The knight she was assigned to participated in the mission to get through the blockade. She went with him and upon arrival she was once again assigned to the Temple as quite a few Younglings due to circumstances were advanced to Padawan before they should have been. Being a more seasoned Padawan but not yet a Knight it was thought best for her to act as a peer counselor to the younger Padawans and to protect them if the need arises.

She is friendly most of the time. Some masters may even think to friendly at time however this is a tactic she learned to control situations.

Likes
Many things and even if it's something she doesn't like she will fake it with a smile on her face if that's what it takes to accomplish the mission. That said she enjoys having fine cloths, good food and drink, She also likes games of chance.

Dislikes
People being rude, crude, or jumping to violence as a first means to settle disputes.

Appearance
She is always well groomed, dressed, and put together.

Character Attributes
(Message a Admin if you require extra rows added to any of these tables.)

Unique Bonuses

 * +1 to oppose Force rolls
 * +2 to counter +1 to block (Saber Hilts)

Contentious Opportunity: +1 to Saber Attack after your opponent blocks
 * Sun Djem: Advantage on Aimed Strike Maneuver when targeting a weapon or hand/fingers
 * Advantage when rolling to oppose being disarmed
 * Stealth, lock picking, sleight of hand, you name it. Done through a opposing check with the GM, or a Passive DC, the difficulty of which depends on the scenario at hand. +2
 * The art of deduction and having a keen eye for spotting things/creatures that wish to remain hidden. This profession directly opposes Subterfuge and allows one the option of gleaning something not immediately evident from a scenario.  Done through a opposing check with the GM, or a Passive DC, the difficulty of which depends on the scenario at hand. +4
 * Absorb blaster fire from multiple sources coming from one one specific general direction to which your open hand is pointed: North/West/South/East. Absorb explosive damage. Absorb is used instead of a defensive action: a Force Roll is used to determine the user’s defense.
 * +1 to Saber Attack rolls against multiple enemies, Saber Attacks target +1 extra Minions in a group, Can perform the Sarlacc Sweep once per encounter
 * Sarlacc Sweep (Expert Technique): This Technique allows you Lightsaber attack to target up to two extra Solo-NPC/Player Character enemies standing within your Melee Sphere.
 * +1 to Saber Block, Soresu Defense: If announced at the start of your turn. Raise Saber Block by 2, lower all other saber rolls by 2. Soresu Defense asts until the player says otherwise at the end of their turn, or the start of any new turn, following use.