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Mirage_of_Deceit
2007-07-31, 08:34 AM
Okay, first off I know that there is already a Star Wars d20 campaign setting out there complete with classes, spells, and races. However I was not content with what they had made SO I have decided to make my own Star Wars D20 whatchamajig.


1. Spells "a.k.a force powers"

2. Playable Races


Flame, discuss, review, suggest, whatever.

Mirage_of_Deceit
2007-07-31, 10:55 AM
As of now I only have nuetral force powers and light side force powers done I should be able to get dark side powers done by later tonight.

Star Wars D20 Variation “Spells a.k.a Force Powers”

All of the spells listed below will not be acquired like normal spells but instead like feats.

All of the spells that are listed below that do not count as spells are treated as feats that can be used at will.




Core Force Powers “All force sensitive pc’s and npc’s may use these”



Telekinesis: You may move different sized objects “including pc’s and npc’s” depending on how many midichlorians you have. 5000 or higher = Small Objects, 10,000 or higher = Medium Objects, and 15,000 or higher = Large Objects. If you are in battle and are planning to use Telekinesis you must use it immediately at the start of your turn in addition you must end your turn immediately after this spell has been used. Requires ECL5 for Small Telekinesis, ECL10 for Medium Telekinesis, ECL15 for Large Telekinesis, and the Jedi prestige class. If the enemy if force sensetive they may make a will save DC18 to not be affected by this spell at all.


Force Push: Push one object “including pc’s and npc’s” 1d4 spaces away from you. The range in which this spell may be used depends on how many midichlorians you have. 1000 or higher = 1 space, 2000 or higher = 2 spaces, 3000 or higher = 3 spaces, and so and so forth until you can use this spell within 5 spaces. Requires ECL2 for 1 space Force Push, ECL4 for 2 space Force Push, ECL6 for 3 space Force Push, ECL8 for 4 space Force Push, ECL10 for 5 space Force Push, and the Jedi prestige class. If the enemy is force sensetive they may make a will save DC20 to not be affected by this spell at all.


Force Pull: As Force Push but isntead of pushing, pull the object towards you.


Force Strike: As Force Push but deals 1d6 damage. Requires ECL4 for 1 space Force Strike, ECL6 for 2 space Force Strike, ECL8 for 3 space Force Strike, ECL10 for 4 space Force Strike, ECL12 for 5 space Force Strike, and the Jedi prestige class.


Telepathy: Allows the user to communicate with anything with an intelligence of 3 or higher mentally. This is considered talking and thus does not count as a spell but is still classified as one. Anything that has at least one level of the Jedi prestige class automatically gains this spell.


Burst of Speed: Double your movement speed for 1d4 rounds. Requires ECL5 and the Jedi prestige class.


Force Sense: +2 bonus to all spot, listen, and search checks. This does not count as a spell but is still classified as one. Anything that has at least one level of the Jedi prestige class automatically gains this spell.


Seeing: The user gains darkvision for 1d8 rounds. If you have over 10,000 or higher midichlorians while using Seeing you are immune to all blinding effects and diplomacy checks made against you. Requires ECL8 and the Jedi prestige class.


Farsight: Allows the user to see anything or anywhere in the galaxy. Requires 20,000 or higher midichlorians, ECL20, and the Jedi prestige class.


Psychometry: Allows the user to see events that have happened around an object of any size “does not include pc’s and npc’s” by touching it. Requires 10,000 or higher midichlorians ECL10, and the Jedi prestige class.


Precogniton/Danger Sense: Allows the user to sense events of great danger. If a player gains this ability the DM must alert the player in secret of when such an event will occur. Requires 20,000 or higher midichlorians, ECL20, and the Jedi prestige class.


Force Supression: Allows the user to cancel the effects of any and all force related effects currently effecting one target for 1d6 rounds. Requires 10,000 or higher midichlorians, ECL10, and the Jedi prestige class.


Saber Throw: Allows the user to throw their lightsaber through mid-air and control it for the rest of the round it then returns to it’s users hand. The range in which you may throw your lightsaber is determined by the amount of midichlorians you have. 1000 or higher = 2 squares, 5000 or higher = 4 squares, and 10,000 or higher = 5 squares. If you are in battle and are planning to use Saber Throw you must use it immediately at the start of your turn in addition you must end your turn immediately after this spell has been used. Requires ECL5 and the Jedi prestige class.


Cloak: Allows the user to become invisible for 1d6 rounds. Anything with infra-red viewing can see past this. Requires ECL6 and the Jedi prestige class.


Battle Meditation: Allows the user to increase the the attributes of all of his allies within 1000 feet by 2 and decrease the attributes of all of his enemies within 1000 feet by 2. Requires 20,000 or higher midichlorians, ECL20, and the Jedi prestige class.


Battlemid: Allows the user to increase all of his attributes by 2. Requires 15,000 or higher midichlorians, ECL15, and the Jedi prestige class.


Force Resistance: Allows the user to be completely immune to offensive force abilities for 2d6 rounds. Requires 20,000 or higher midichlorians, ECL20, and the Jedi prestige class.


Energy Resistance: Allows the user to be completely immune to offensive energy effects for 1d6 rounds. Requires 10,000 or higher midichlorians, ECL10, and the Jedi prestige class.


Force Strip: Allows the user to remove the connection with the force from one thing within 5 squares forever. Requires 30,000 or higher midichlorians, ECL30, and the Jedi prestige class. The target of this spell may make a will save DC25 to only be affected by this spell for 5d4 rounds.


Beast Trick: Allows the user to distract all beast type creatures within 10 squares for 2d4 rounds “the jedi that casts this spell is not the distraction”. Requires 5000 or higher midichlorians, ECL6, and the jedi presitge class. If the beast you are casting this spell on has an intelligence higher then 3 it may make a will save DC15 to be completely unaffected by this spell.


Force Body: Allows the user to sacrafice 75% of his maximum health in order to restore the amount of spells he may cast per day by 50% for 10d6 rounds “health is restored when this spell ends”. If the user has already cast a spell restore the amount of spells the user may cast per day so it is almost as if you had never cast any spells at all. Requires 20,000 or higher midichlorians, ECL20, and the Jedi prestige class.


Breath Control: The user of this spell may live without breathing for 3d6 rounds becoming immune to drowning and poisonous gases. Requires ECL3 and the Jedi prestige class.


Force Stealth: As Cloak but 100% unseeable and cloaks the users force presence as well. Requires ECL10 and the jedi prestige class.


Alter Environment: As Control Weather “See: Player’s Handbook pg. 188”. Requires 10,000 midichlorians or higher, ECL12, and the Jedi prestige class.


Empathy: Allows the user to read the thoughts and emotions of another being. This does not count as a spell but is still classified as one. Requires ECL3 and the Jedi prestige class.


Jedi Mind Trick: The user gains a +10 bonus to all diplomacy checks on creatures with 8 or less wisdom. This does not count as a spell but is still classified as one. Requires ECL2 and the Jedi prestige class.




Light Force Powers “Only light side jedi may use these”



Cure/Heal: The user may allow one being to regenerate a number of hit points per round depending on the amount of midichlorians the caster of this spell has. 1000 or higher = 2 hit points, 5000 or higher = 3 hit points, 7000 or higher = 4 hit points, 10,000 or higher = 5 hit points, and 20,00 or higher = 6 hit points. Requires ECL2 for 2 hit point cure, ECL4 for 3 hit point cure, ECL6 for 4 hit point cure, ECL8 for 5 hit point cure, ECL10 for 6 hit point cure, Light side alignment, and the Jedi prestige class.


Nuetralize Poison: Cures one ally of all poison effects. Requires ECL3, Light side alignment, and the Jedi prestige class.


Revitalize: Ressurects one fallen allie with 1 hp. Requires 15,000 or higher midichlorians, ECL10, Light side alignment, and the Jedi prestige class.


Force Aura: Halves all damage done to the caster of this spell for 1d6 rounds. Requires 7,000 or higher midichlorians, ECL10, Light side alignment, and the Jedi prestige class.


Force Barrier: Halves all melee damage done to the caster of this spell for 1d6rounds. Requires ECL3, Light side alignment, and the Jedi prestige class.


Protection: Makes all damage done to the caster of this spell 0 for 1d8 rounds. Requires 20,000 or higher midichlorians, ECL20, Light side alignment, and the Jedi prestige class.


Dissapate Energy/Absorb/Redirect: Allows the user to redirect, absorb, or destroy an attacking enemies offensive spell if their will save is high enough. If the will save is sucessful and you rolled 1 or more higher then what you needed to avoid the spell you destroy the spell, if you rolled 2 or more higher then what you needed to avoid the spell you absorb the spell and gain health equal to what it would of damaged you for, and if you rolled for 3 or more higher then what you need to avoid the spell you redirect the spell at your enemy. This does not count as a spell but is still classified as one. Requires ECL25, Light side alignment, and the Jedi prestige class.


Force Valor: Increases the strength and intelligence of the caster and all of his allies within 10 squares of him by 2 for 2d4 rounds. Requires ECL6, Light side alignment, and the Jedi prestige class.


Inspire Followers: Increases the strength and wisdom of the caster of this spells allies within 10 squares of him by 1 for 2d4 rounds. Requires ECL3, Light side alignment, and the Jedi prestige class.


Force Blinding: Creates a flashing light blinding the casters enemies within 5 squares for 1d6 rounds. Requires ECL3, Light side alignment, and the Jedi prestige class.


Stasis Field: All enemies within 5 squares of the caster become paralyzed for 1d4 rounds unless they make their will save DC12. Requires ECL4, Light side alignment, and the Jedi prestige class.


Stun/Disable/Destroy Droid: Depending on your midichlorian count you can stun a droid for 1d4 rounds, disable a droid for 1d8 rounds, or destroy a droid. 1000 or hgiher midichlorians = stun droid, 5000 or higher midichlorians = disable droid, and 8000 or higher midichlorians = destroy droid. Requires ECL5, Light side alignment, and the Jedi prestige class.

Mirage_of_Deceit
2007-07-31, 10:57 AM
Star Wars D20 Variation Races


Chiss

Size: Medium

Move Speed: 30 ft

+ 2 Constitution and Immunity to cold

Languages: Cheunh and Basic



Bith

Size: Medium

Move Speed: 30 ft

+10 bonus to listen checks and weakness to concussion grenades

Proficient with any instrument

Languages: Bith and Basic



Sullustan

Size: Medium

Move Speed: 30 ft

Darkvision 60 ft and +6 bonus to piloting and navigation checks

Languages: Sullustan and Basic



Mon Calamari

Size: Medium

Move Speed: 30 ft

Swim Speed: 50 ft

+6 bonus to engineering checks

Languages: Mon Calamari and Basic



Wookiee

Size: Large

Move Speed: 35 ft

+2 Strength +1 Intelligence Charisma reduced to 3

Languages: Shyriiwook and Basic



Ewok

Size: Small

Move Speed: 25 ft

+1 Strength +2 Dexterity –2 Intelligence

Languages: Ewokese and Basic



Gamorrean

Size: Medium

Move Speed: 30 ft

+2 Strength – 2 Intelligence +2 on Intimidate Checks

Languages: Gamorrean and Basic



Human

Size: Medium

Move Speed: 30 ft

+3 to anything

Languages: Basic

drawingfreak
2007-07-31, 11:14 AM
You know...you were doing so good until I read the word "midichlorian". *sigh*

I'm sorry, but as one that grew up on the OT, i cannot accept it. :smalltongue:

Mirage_of_Deceit
2007-07-31, 11:36 AM
I know how you feel however I had to add midichlorians to the mix for the BBEG. I also think that your connection to the force being determined by randoml rolls instead of levels adds to the overall Star Warsyness