Jerk Dently
2009-06-19, 03:07 AM
The Jedi are knights, diplomats, and wielders of powers granted to them through an energy they call "the Force." Children who are deemed "Force-sensitive" are taken to Academies at a young age, where they learn to harness the energies flowing around them and to use swords of all varieties with stunning proficiency.
Adventures: Jedi adventure to resolve conflicts. They hope to do this peacefully when possible, but are quite aware that it rarely works out in such an easy way. Sometimes they do this at their own option, but frequently they are on a mission or assignment from the Order that all Jedi belong to.
Characteristics: Jedi are trained in swordplay, but also trained to harness the energy that flows through all living beings. Their proficiency in either doesn't quite compare to the specialization of the fighter or wizard, but they can fill in reasonably well for either role. Their connection to all living beings also provides them with strange knowledge at unbidden times, often warning them of danger or alerting them to suffering.
Alignment: Jedi are a variety of alignments. Use of the more protective and wholesome powers tends to create and appeal to the lawful and good sort, while destructive and murderous powers tend to appeal to and create the evil sort.
Religion: Jedi view the deities as vessels of life or death, and so, in their minds, are intertwined with the Force. Some of the most zealous would say they are dependent on the Force, but many believe they are the Force embodied. Regardless, worship of the Force is central to being a jedi, and so they are extremely unlikely to turn elsewhere for religion.
Background: Good jedi are taken to the Academies to train, or sometimes seek out masters to take them on in a one-on-one capacity as apprentices or "padawan" when they discover their power. Self-taught jedi usually, but not always, turn to evil because of the wealth of power they can so easily discover and abuse.
Other Classes: Jedi work well with Paladins, monks, and many wizards and fighters. They sometimes disagree with clerics as to the source of their power, which can lead to conflicts, and they are frequently at odds with bards, rogues, and some sorcerers because of their somewhat rebellious natures, but they nearly always recognize the value of teamwork and will usually put aside their differences to solve the problem at hand.
Role: A jedi can hold their own in combat, though not as well as a fighter or barbarian. They can also be competent support characters or offensive spellcasters, though they lack the punch of a wizard or sorcerer and do not have the durability of a cleric. They are an excellent fifth man or stand-in.
Abilities: Because jedi lack armor, Dexterity helps them stay alive. Their Force powers are based on Wisdom, and because they are in melee combat so often, Strength or Constitution is helpful.
Alignment: Any
Hit Die: d8
Class Skills: Bluff, Concentration, Craft, Diplomacy, Disguise, Gather Information, Heal, Hide, Jump, Knowledge(history, religion, the planes), Listen, Move Silently, Profession, Search, Sense Motive, Speak Languages, Spellcraft, Spot, Tumble.
Skill Points: 2+Intelligence Modifier (x4 at first level)
Class Features:
Weapon and Armor Proficiencies: Jedi are not proficient with any armor or shields, though light armor does not interfere with their power usage and is not forbidden by any sort of jedi law. They are proficient with the dagger, sickle, quarterstaff, shortsword, longsword, rapier, scimitar, and two-bladed sword.
Combat Style: A jedi can choose to use one one-handed weapon, two one-handed weapons, or one double weapon as his combat style. The two-handed weapon must be a weapon that can be used with both ends equally, such as the quarterstaff or two-bladed sword. He gains special bonuses when using a weapon that fits into that style.
Dueling: A jedi who chooses to fight with only one weapon gets a +1 to his attack rolls when fighting with only one weapon. This bonus increases by one every four jedi levels.
Dual-Wielding: A jedi who chooses to fight with two weapons simultaneously gets the feat Two-Weapon Fighting for free at first level, and every four levels after that he gets a +1 bonus to AC when fighting with two weapons.
Doubled Weapon A jedi who fights using a double weapon gains the feat Two-Weapon Fighting for free at first level. At fourth level, he gains a +1 to his AC while using his doubled weapon. At eighth level, he gains +1 his attack rolls. At twelfth level, he can attack more than one opponent in the same full attack action. At sixteenth level, he gains a +1 to his AC, and at twentieth level he gains +1 to his attack rolls.
Force Powers A jedi gains power points and powers dependent on his jedi level. He has three times as many power points per day as he has jedi levels. He begins play with all youngling powers and acquires his first Apprentice power at level five. Youngling powers cost one point, Apprentice powers cost two, Knight powers cost four, Master powers cost eight, and Grandmaster powers cost sixteen. Every jedi gets the Telekinesis power tree and may choose one other power tree which determines his powers gained after that.
Youngling Powers: Jump, expeditious retreat, mage hand, detect evil/good/law/chaos, charm person
Apprentice Powers: Throw Weapon, Telekinesis, Deflect Energy, Prayer, Shock, Wound
Knight Powers: Knight Throw Weapon, Knight Telekinesis, Energy Armor, Aid, Lightning, Choke
Master Powers: Master Thrown Weapon, Master Telekinesis, Energy Immunity, Inspire Hope, Chain Lightning, Kill
Grandmaster Powers: Grandmaster Thrown Weapon, Grandmaster Telekinesis, Absorb Energy, Battle Meditation, Lightning Storm, Slaughter
(deflect energy leads to energy armor leads to energy immunity leads to absorb energy, which completes the power tree. same applies to prayer, shock, wound.)
All youngling powers are as the spells.
Throw Weapon: As a standard action, a jedi can hurl his weapon up to forty feet without penalties for range increments or it being an improvised weapon, because it is guided by the Force. As a full-round action, he can do this and recall it to his hand afterwards, regardless of where the weapon is when he recalls it. At tenth level, the range doubles and recalling it is a free action, at fifteenth level he adds his Wisdom modifier to his damage rolls on these attacks, and at twentieth level he can attack as many foes as his base attack bonus allows him to make attacks as a full round action.
Telekinesis: At apprentice level of telekinesis, a jedi can move up to fifteen pounds/level of material at a rate of five feet per round, and can use telekinesis to attempt to disarm an opponent, Reflex save DC equal to the jedi's wisdom modifier plus ten to keep hold of the weapon. At knight level, the ability becomes identical to the wizard spell telekinesis. At master level, damage done by thrown material becomes 1d6 per twenty five pounds, and he can disarm a number of opponents equal to his Wisdom modifier. At grandmaster level, a jedi can move up to fifty pounds of material per caster level five feet per round or one opponent no more than one size larger than himself ten feet per caster level as a standard action. An enemy thrown against a wall in this way takes falling damage.
Deflect Energy: A jedi can brush aside the first 1d4/five jedi levels of damage from an energy attack provided he has a free hand to do so. At Knight Level, he gains resistance 10 to his choice of one energy type for one round/level, and does not need a free hand. At Master Level, this becomes resistance 10 to all types of energy. At Grandmaster Level, he can absorb 1d6 per caster level energy cast at him if he has a free hand and is aware of the attack, and every five points of energy is turned into a power point he may use.
Prayer: At apprentice level, a jedi can give all allies within sixty feet of him a +2 bonus to attack rolls and Will saves for one round per level. At knight level, this bonus changes to +4 on all rolls to all allies within ten feet per level. At master level, the range extends to twenty feet per level, and all enemies in the area take a -2 penalty on attack rolls and Will saves. At Grandmaster level, the jedi must use it as a full-round action and continue to concentrate for as long as he wants the effect to continue, but the range becomes irrelevant. Every ten rounds he continues to use this, he must renew the casting and so use more power points.
Wound: At Apprentice Level, a jedi can use the force to directly harm one opponent through internal injuries. The target must make a DC 13 Will save or take 5d6 damage. If the Will save is made, the target takes only half damage. At Knight level, this damage becomes 10d6 plus the Jedi's Wisdom modifier, and the save DC is 15. At Master level, the Jedi can kill an opponent unless they make a DC 17 Will save, in which case they take 10d6 plus the Jedi's Wisdom modifier in damage. At Grandmaster Level, the jedi can target up to his Wisdom modifier of enemies provided they are all within forty feet of each other, and the damage is 15d6 plus his jedi level, DC 19 Will save.
Shock: The Force allows Jedi to channel lightning through their fingertips. There are two versions of this, one green and one blue. The blue lightning is represented here, and the green is identical except that it deals nonlethal damage and is considered by some to be not as corrupting to the jedi wielding it. At Apprentice level, a jedi can can send lightning towards an opponent within fifty feet to inflict 10 + his jedi level of damage, DC 14 Reflex save half. At Knight level, this becomes 30 + his jedi level of damage and the range becomes 200 feet, DC 16 Reflex save half. At Master level, the jedi can send his lightning towards up to his Wisdom modifier of targets within forty feet of each other, for 10d6 of damage to one target and 5d6 to all other targets, DC 18 Reflex save half. At Grandmaster Level, the jedi can generate a storm that attacks all enemies in one fifty foot radius area, deals 10d6 damage to all struck Reflex save DC 20 half, and lasts for three rounds (concentration required).
Force Warning: A jedi must choose between Deflection and Uncanny Dodge. If he chooses Deflection, he gains a +4 dodge bonus to AC towards any ranged attack made against him at first level, which changes to +8 at eleventh level. if he chooses Uncanny Dodge, he gains Uncanny Dodge at first level and Improved Uncanny Dodge at eleventh level.
The Jedi
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Power Level Known|Power Points
1st|
+0|
+0|
+2|
+2|Combat Style, Force Warning|Youngling|3
2nd|
+1|
+0|
+3|
+3|-|Youngling|6
3rd|
+2|
+1|
+3|
+3|-|Youngling|9
4th|
+3|
+1|
+4|
+4|Combat Style Improves|Youngling|12
5th|
+3|
+1|
+4|
+4|Choose Power Tree, Telekinesis|Apprentice|15
6th|
+4|
+2|
+5|
+5|-|Apprentice|18
7th|
+5|
+2|
+5|
+5|-|Apprentice|21
8th|
+6/+1|
+2|
+6|
+6|Combat Style Improves|Apprentice|24
9th|
+6/+1|
+3|
+6|
+6|-|Apprentice|27
10th|
+7/+2|
+3|
+7|
+7|Powers Develop|Knight|30
11th|
+8/+3|
+3|
+7|
+7|Improved Force Warning|Knight|33
12th|
+9/+4|
+4|
+8|
+8|Combat Style Improves|Knight|36
13th|
+9/+4|
+4|
+8|
+8|-|Knight|39
14th|
+10/+5|
+4|
+9|
+9|-|Knight|42
15th|
+11/+6/+1|
+5|
+9|
+9|Powers Develop|Master|45
16th|
+12/+7/+2|
+5|
+10|
+10|Combat Style Improves|Master|48
17th|
+12/+7/+2|
+5|
+10|
+10|-|Master|51
18th|
+13/+8/+3|
+6|
+11|
+11|-|Master|54
19th|
+14/+9/+4|
+6|
+11|
+11|-|Master|57
20th|
+15/+10/+5|
+6|
+12|
+12|Combat Style Improves, Powers Develop|Grandmaster|60[/table]
Thoughts and comments on balance, clarity, adjustments, etc are much appreciated.
Adventures: Jedi adventure to resolve conflicts. They hope to do this peacefully when possible, but are quite aware that it rarely works out in such an easy way. Sometimes they do this at their own option, but frequently they are on a mission or assignment from the Order that all Jedi belong to.
Characteristics: Jedi are trained in swordplay, but also trained to harness the energy that flows through all living beings. Their proficiency in either doesn't quite compare to the specialization of the fighter or wizard, but they can fill in reasonably well for either role. Their connection to all living beings also provides them with strange knowledge at unbidden times, often warning them of danger or alerting them to suffering.
Alignment: Jedi are a variety of alignments. Use of the more protective and wholesome powers tends to create and appeal to the lawful and good sort, while destructive and murderous powers tend to appeal to and create the evil sort.
Religion: Jedi view the deities as vessels of life or death, and so, in their minds, are intertwined with the Force. Some of the most zealous would say they are dependent on the Force, but many believe they are the Force embodied. Regardless, worship of the Force is central to being a jedi, and so they are extremely unlikely to turn elsewhere for religion.
Background: Good jedi are taken to the Academies to train, or sometimes seek out masters to take them on in a one-on-one capacity as apprentices or "padawan" when they discover their power. Self-taught jedi usually, but not always, turn to evil because of the wealth of power they can so easily discover and abuse.
Other Classes: Jedi work well with Paladins, monks, and many wizards and fighters. They sometimes disagree with clerics as to the source of their power, which can lead to conflicts, and they are frequently at odds with bards, rogues, and some sorcerers because of their somewhat rebellious natures, but they nearly always recognize the value of teamwork and will usually put aside their differences to solve the problem at hand.
Role: A jedi can hold their own in combat, though not as well as a fighter or barbarian. They can also be competent support characters or offensive spellcasters, though they lack the punch of a wizard or sorcerer and do not have the durability of a cleric. They are an excellent fifth man or stand-in.
Abilities: Because jedi lack armor, Dexterity helps them stay alive. Their Force powers are based on Wisdom, and because they are in melee combat so often, Strength or Constitution is helpful.
Alignment: Any
Hit Die: d8
Class Skills: Bluff, Concentration, Craft, Diplomacy, Disguise, Gather Information, Heal, Hide, Jump, Knowledge(history, religion, the planes), Listen, Move Silently, Profession, Search, Sense Motive, Speak Languages, Spellcraft, Spot, Tumble.
Skill Points: 2+Intelligence Modifier (x4 at first level)
Class Features:
Weapon and Armor Proficiencies: Jedi are not proficient with any armor or shields, though light armor does not interfere with their power usage and is not forbidden by any sort of jedi law. They are proficient with the dagger, sickle, quarterstaff, shortsword, longsword, rapier, scimitar, and two-bladed sword.
Combat Style: A jedi can choose to use one one-handed weapon, two one-handed weapons, or one double weapon as his combat style. The two-handed weapon must be a weapon that can be used with both ends equally, such as the quarterstaff or two-bladed sword. He gains special bonuses when using a weapon that fits into that style.
Dueling: A jedi who chooses to fight with only one weapon gets a +1 to his attack rolls when fighting with only one weapon. This bonus increases by one every four jedi levels.
Dual-Wielding: A jedi who chooses to fight with two weapons simultaneously gets the feat Two-Weapon Fighting for free at first level, and every four levels after that he gets a +1 bonus to AC when fighting with two weapons.
Doubled Weapon A jedi who fights using a double weapon gains the feat Two-Weapon Fighting for free at first level. At fourth level, he gains a +1 to his AC while using his doubled weapon. At eighth level, he gains +1 his attack rolls. At twelfth level, he can attack more than one opponent in the same full attack action. At sixteenth level, he gains a +1 to his AC, and at twentieth level he gains +1 to his attack rolls.
Force Powers A jedi gains power points and powers dependent on his jedi level. He has three times as many power points per day as he has jedi levels. He begins play with all youngling powers and acquires his first Apprentice power at level five. Youngling powers cost one point, Apprentice powers cost two, Knight powers cost four, Master powers cost eight, and Grandmaster powers cost sixteen. Every jedi gets the Telekinesis power tree and may choose one other power tree which determines his powers gained after that.
Youngling Powers: Jump, expeditious retreat, mage hand, detect evil/good/law/chaos, charm person
Apprentice Powers: Throw Weapon, Telekinesis, Deflect Energy, Prayer, Shock, Wound
Knight Powers: Knight Throw Weapon, Knight Telekinesis, Energy Armor, Aid, Lightning, Choke
Master Powers: Master Thrown Weapon, Master Telekinesis, Energy Immunity, Inspire Hope, Chain Lightning, Kill
Grandmaster Powers: Grandmaster Thrown Weapon, Grandmaster Telekinesis, Absorb Energy, Battle Meditation, Lightning Storm, Slaughter
(deflect energy leads to energy armor leads to energy immunity leads to absorb energy, which completes the power tree. same applies to prayer, shock, wound.)
All youngling powers are as the spells.
Throw Weapon: As a standard action, a jedi can hurl his weapon up to forty feet without penalties for range increments or it being an improvised weapon, because it is guided by the Force. As a full-round action, he can do this and recall it to his hand afterwards, regardless of where the weapon is when he recalls it. At tenth level, the range doubles and recalling it is a free action, at fifteenth level he adds his Wisdom modifier to his damage rolls on these attacks, and at twentieth level he can attack as many foes as his base attack bonus allows him to make attacks as a full round action.
Telekinesis: At apprentice level of telekinesis, a jedi can move up to fifteen pounds/level of material at a rate of five feet per round, and can use telekinesis to attempt to disarm an opponent, Reflex save DC equal to the jedi's wisdom modifier plus ten to keep hold of the weapon. At knight level, the ability becomes identical to the wizard spell telekinesis. At master level, damage done by thrown material becomes 1d6 per twenty five pounds, and he can disarm a number of opponents equal to his Wisdom modifier. At grandmaster level, a jedi can move up to fifty pounds of material per caster level five feet per round or one opponent no more than one size larger than himself ten feet per caster level as a standard action. An enemy thrown against a wall in this way takes falling damage.
Deflect Energy: A jedi can brush aside the first 1d4/five jedi levels of damage from an energy attack provided he has a free hand to do so. At Knight Level, he gains resistance 10 to his choice of one energy type for one round/level, and does not need a free hand. At Master Level, this becomes resistance 10 to all types of energy. At Grandmaster Level, he can absorb 1d6 per caster level energy cast at him if he has a free hand and is aware of the attack, and every five points of energy is turned into a power point he may use.
Prayer: At apprentice level, a jedi can give all allies within sixty feet of him a +2 bonus to attack rolls and Will saves for one round per level. At knight level, this bonus changes to +4 on all rolls to all allies within ten feet per level. At master level, the range extends to twenty feet per level, and all enemies in the area take a -2 penalty on attack rolls and Will saves. At Grandmaster level, the jedi must use it as a full-round action and continue to concentrate for as long as he wants the effect to continue, but the range becomes irrelevant. Every ten rounds he continues to use this, he must renew the casting and so use more power points.
Wound: At Apprentice Level, a jedi can use the force to directly harm one opponent through internal injuries. The target must make a DC 13 Will save or take 5d6 damage. If the Will save is made, the target takes only half damage. At Knight level, this damage becomes 10d6 plus the Jedi's Wisdom modifier, and the save DC is 15. At Master level, the Jedi can kill an opponent unless they make a DC 17 Will save, in which case they take 10d6 plus the Jedi's Wisdom modifier in damage. At Grandmaster Level, the jedi can target up to his Wisdom modifier of enemies provided they are all within forty feet of each other, and the damage is 15d6 plus his jedi level, DC 19 Will save.
Shock: The Force allows Jedi to channel lightning through their fingertips. There are two versions of this, one green and one blue. The blue lightning is represented here, and the green is identical except that it deals nonlethal damage and is considered by some to be not as corrupting to the jedi wielding it. At Apprentice level, a jedi can can send lightning towards an opponent within fifty feet to inflict 10 + his jedi level of damage, DC 14 Reflex save half. At Knight level, this becomes 30 + his jedi level of damage and the range becomes 200 feet, DC 16 Reflex save half. At Master level, the jedi can send his lightning towards up to his Wisdom modifier of targets within forty feet of each other, for 10d6 of damage to one target and 5d6 to all other targets, DC 18 Reflex save half. At Grandmaster Level, the jedi can generate a storm that attacks all enemies in one fifty foot radius area, deals 10d6 damage to all struck Reflex save DC 20 half, and lasts for three rounds (concentration required).
Force Warning: A jedi must choose between Deflection and Uncanny Dodge. If he chooses Deflection, he gains a +4 dodge bonus to AC towards any ranged attack made against him at first level, which changes to +8 at eleventh level. if he chooses Uncanny Dodge, he gains Uncanny Dodge at first level and Improved Uncanny Dodge at eleventh level.
The Jedi
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Power Level Known|Power Points
1st|
+0|
+0|
+2|
+2|Combat Style, Force Warning|Youngling|3
2nd|
+1|
+0|
+3|
+3|-|Youngling|6
3rd|
+2|
+1|
+3|
+3|-|Youngling|9
4th|
+3|
+1|
+4|
+4|Combat Style Improves|Youngling|12
5th|
+3|
+1|
+4|
+4|Choose Power Tree, Telekinesis|Apprentice|15
6th|
+4|
+2|
+5|
+5|-|Apprentice|18
7th|
+5|
+2|
+5|
+5|-|Apprentice|21
8th|
+6/+1|
+2|
+6|
+6|Combat Style Improves|Apprentice|24
9th|
+6/+1|
+3|
+6|
+6|-|Apprentice|27
10th|
+7/+2|
+3|
+7|
+7|Powers Develop|Knight|30
11th|
+8/+3|
+3|
+7|
+7|Improved Force Warning|Knight|33
12th|
+9/+4|
+4|
+8|
+8|Combat Style Improves|Knight|36
13th|
+9/+4|
+4|
+8|
+8|-|Knight|39
14th|
+10/+5|
+4|
+9|
+9|-|Knight|42
15th|
+11/+6/+1|
+5|
+9|
+9|Powers Develop|Master|45
16th|
+12/+7/+2|
+5|
+10|
+10|Combat Style Improves|Master|48
17th|
+12/+7/+2|
+5|
+10|
+10|-|Master|51
18th|
+13/+8/+3|
+6|
+11|
+11|-|Master|54
19th|
+14/+9/+4|
+6|
+11|
+11|-|Master|57
20th|
+15/+10/+5|
+6|
+12|
+12|Combat Style Improves, Powers Develop|Grandmaster|60[/table]
Thoughts and comments on balance, clarity, adjustments, etc are much appreciated.