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    Darth Stabber's Avatar

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    Default 4e Jedi [Please Help]

    Jedi

    Jedi are the guardians of peace and justice through out the galaxy, and masters of the Force. However before the advent of hyperdrive they were a group of philosophers determined to use their power of the force to help people. These are the jedi from that earlier time.

    Role
    TBD: probably Guardian/controller

    Power Source
    Jedi draw their power from the Force. Jedi may draw upon the Force to subtly guide their actions, or in more overt manners to blast their foes with concussive force, move object telekinetically, or perform uncanny acts of agility.

    Paragon Paths
    Jedi Weapon Master
    Jedi Watchman
    Jedi Master
    Sith Lord


    Key abilities
    Wisdom, Dexterity, and Strength

    Armor proficiencies
    Cloth, Leather

    Weapon Proficiencies
    Lightsaber(bastard sword), simple melee, simple ranged

    Bonuses to defenses
    +1 Reflex, +1 Will, +1 Fort

    HP
    As per fighter

    Healing Surges
    9 + con mod

    Trained Skills
    Force Knowledge and any 4 of the following
    acrobatics, athletics, diplomacy, history, Insight, Perception, Heal, endurance

    Jedi class features

    Telekinesis
    A jedi may use mage hand (as the wizard ability of same name)

    Lightsaber
    A Jedi's lightsaber is their life. For the puposes of D&D treat the lightsaber as bastard sword that deals radiant damage and as a class implement using it's magic bonus for both.

    Force Protection
    When wearing light armor a jedi may use their wisdom instead of dex when determining AC

    Jedi Mark
    When ever you hit an opponent with an attack you may mark that opponent. That opponent remains marked until you mark another target, die, fall unconsious or lose sight of it. When an opponent so marked attacks a target other than you, you may, as an immediate reaction make an attack Wis vs. attacker's Fort on a hit slide the attacker 1 square

    Styles
    Choose one:
    Spoiler
    Show

    Guardian:
    You may have 2 opponents marked at a time. +1 to hit on attacks with the weapon keyword

    Consular:
    1/per day you may choose to lose one of your daily abilities inorder to regain the use of an encounter ability of lower level as a swift action. +1 to hit on all attacks with the implement keyword

    Sentinel:
    you are now trained in stealth.
    Last edited by Darth Stabber; 2009-01-08 at 09:04 AM. Reason: Fixes
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    Quote Originally Posted by The Glyphstone View Post
    Quote Originally Posted by Nerd-o-rama View Post
    Did you just put a gear shift on a lightsaber?
    Redneck laser swords only work in manual.

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    Default Re: 4e Jedi [Please Help]

    reserved for powers and pp
    My homebrew
    Official spokesman of the totemist class for gestalt (and proud supporter of parenthetical asides (especially nested ones)). Author of a gestalt handbook
    Quote Originally Posted by The Glyphstone View Post
    Quote Originally Posted by Nerd-o-rama View Post
    Did you just put a gear shift on a lightsaber?
    Redneck laser swords only work in manual.

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    Default Re: 4e Jedi [Please Help]

    @ will
    Spoiler
    Show

    Throw debris
    You use the force to telekinetically pickup and throw small objects at your foes

    At Will
    Force, Implement
    Standard Action
    Range 10
    Target: one creature
    Attack: wisdom vs. reflex
    Hit: 1d10 + wis physical damage(add 1 die per teir)


    Jedi Strike
    As the force guides your attack, sodoes your attack guides your opponent

    At will
    Force, Weapon
    Standard action
    Target:1 adjacent enemy
    Attack: wisdom vs ac.
    Hit: 1[w]+ Str You may slide the target 1 square. Increases to 2[w] @lvl11 and to 3[w] @lvl21


    Saber throw
    you throw your lightsaber at your foe and retrieve it with the force

    At will
    Force, Weapon
    Standard action
    Range: 5
    Target: 1 creature in range
    Attack: Wis vs. AC
    Hit: 1[w] + Str(+die per tier)
    Special:

    Force guided strike
    The jedi arts have taught you to let the force guide your every action

    At will
    force, Weapon
    Standard Action
    Target:1 creature
    Attack: Wis vs. AC
    Hit: 1[w]+wis(+1 die per tier)
    Special: basic melee attack


    Encounter lvl 1
    Spoiler
    Show

    Old jedi mind trick
    the force can have a strong influence on the weak minded. Stopping an attack from happening is often the best defence

    Encounter
    Force, implement, Mind affecting
    Standard Action
    Range: 10
    Target: 1 creature
    Attack: Cha vs. Will
    Hit: The target may not make any attacks during their next turn, attacks that do not occur during its turn may be used normally
    Jedi Consular:On a miss the target may only ues at wills on their next turn

    Force Stun
    [i]you call upon the force to hold you opponent fast[i]

    Encounter
    Force, implement, Psychic
    Standard Action
    Range:10
    Target: 1 enemy in range
    Attack: Wis vs. Will
    Hit:1d6+wis Psychic damage and the opponent is stunned (save ends)
    Miss:1d6 Psychic damage
    Jedi Sentinal: This attack gains the reliable key word.

    Pushing Strike
    The Force lends strength to your blow

    Encounter
    Force, Weapon
    Standard Action
    Target: 1 enemy in melee
    Attack: Wis vs. AC
    Hit: 2[w] + wis
    Jedi Guardian: On a hit you may make a second attack againts that target
    Attack: Wis vs Fort
    Hit: Slide the target STR spaces


    Daily lvl 1
    Spoiler
    Show

    Force Push
    You use the force to push back you foes

    Daily
    Force, implement
    standard action
    Close blast 2
    target:each creature in blast
    Attack: Wis vs Fortitude
    Hit: 2d6+ wis force damage, Push the target Str mod squares then the target is knocked prone
    Miss:1d6 force damage, Push the target 1 square, target is not knocked prone.


    Utilities lvl2
    Spoiler
    Show

    [b]Vital transfer[b]
    The force is in all living things, because the force is powered by all living things. The gift of respite from the pain of wounds is well with in a jedi's power

    Encounter utility
    Force, healing
    Move action
    Range: 5
    Target: self or 1 ally
    Effect: Spend a healing surge, you may choose to gain the benefit yourself or choose an ally with in 5 feet to heal by your Healing Surge Value instead.

    Force Speed
    You channel the force to put the extra strength in your legs to put you at point B that much faster

    Encounter Utility
    Force
    Move action
    Target: self
    Effect: you may move twice your speed.

    Lightsaber Block

    Encounter
    Reaction
    Trigger: you are hit by an attack against your AC.
    Effect: make a Wis vs. The result of your opponents attack roll attack, If you succeed, negate that attack

    Help please, Needs alot of fleshing out.
    Last edited by Darth Stabber; 2009-01-06 at 04:03 PM. Reason: Adding new powers
    My homebrew
    Official spokesman of the totemist class for gestalt (and proud supporter of parenthetical asides (especially nested ones)). Author of a gestalt handbook
    Quote Originally Posted by The Glyphstone View Post
    Quote Originally Posted by Nerd-o-rama View Post
    Did you just put a gear shift on a lightsaber?
    Redneck laser swords only work in manual.

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    Default Re: 4e Jedi [Please Help]

    I think it would be easier just to reflavour the Swordmage. Swordmage Warding sort of does what you want your Force Protection to do (and is FAR more balanced, since being able to add your wisdom to any defence at-will is far too good IMHO). They also have a bond to their sword similar to the Jedi's bond to their lightsaber. They also have numerous ways of throwing it. They are also Defender sub Controller.
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    Default Re: 4e Jedi [Please Help]

    I agree, but if you're committed to going ahead with your own class, than I'm willing to help critique.

    Throw Debris is way too good. Remember that any attack vs. a defense other than AC is kinda like an automatic +2 (Because those defenses tend to be about two lower than AC in most enemies.) Add to that double the usual at-will damage, double the range of an eldritch blast, and the ability to use it as a basic ranged attack, and it's just too much. Especially for a class that's not a ranged combat focused one.

    1d8 sounds like good damage to me. A little higher than the wizard at-wills, but lower than the eldritch blast. I'd decrease the range to ten if you want to keep the basic attack.
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    Default Re: 4e Jedi [Please Help]

    some fixes, need more powers though.
    My homebrew
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    Quote Originally Posted by The Glyphstone View Post
    Quote Originally Posted by Nerd-o-rama View Post
    Did you just put a gear shift on a lightsaber?
    Redneck laser swords only work in manual.

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    Default Re: 4e Jedi [Please Help]

    Should a Jedi Mediator be the same class as a Jedi Guardian?

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    Default Re: 4e Jedi [Please Help]

    Quote Originally Posted by Yakk View Post
    Should a Jedi Mediator be the same class as a Jedi Guardian?
    Yup, you'd simply flesh the two out as different build types:

    For example: Contemplative Jedi would suit the Mediator, whereas Warrior Jedi would better suit the Guardian.

    EDIT: Didn't properly read earlier posts, so didn't notice the build styles already at the top...
    Last edited by Mercenary Pen; 2008-12-31 at 01:17 PM.
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    Default Re: 4e Jedi [Please Help]

    Alright. First off, no class gets a static bonus to AC as part of the defense plan. But I'll ignore that, as rules were made to be bent.

    It's defender. Alright. A defender with a crappy AC though...not going to get much defending going there.

    Telekineses--Nice. Flavorful, and not overpowering.

    Lightsaber--Same thing here. Nicely done.

    Force Defense--As mentioned, overpowered. That's a HUGE increase, and enemies usually target one defense more than the rest...so just pick and choose.

    Jedi Mark--Hmmm...this is important to figure out if we plan to see how it works as a defender. The sooner you get this up, the better.

    Styles--All overpowered. A +1 to hit (on top of the already overpowered Jedi Mark) is already good, but adding a skill training AND a BONUS TO MOST DAMAGE ROLLS? That's crazy good. I can get up to +9 damage on most attacks that way...that part should be cut. Sentinel is the only one that's even remotely balanced, and that's still to good. Also, none of these really says "defender." They say "striker" to me.

    At Wills--Not bad, but damage increases by 1 die at 21st, and by 0 die at 11th. Might want to fix that. Again, no real defender powers...Jedi Strike maybe, but the rest aren't.

    Encounter--Nice one. I like this.

    Daily--A little powerful, I think. The effect is strong...I'd personally say that if it targeted 1 foe, you'd be good. As it is, it's to good.

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    Default Re: 4e Jedi [Please Help]

    I agree that using a modified swordmage would probably be the easiest thing to do, but I can still comment on a few of the things you've made so far.

    First of all, I agree that adding wisdom modifier to any defense is too powerful, especially since wisdom seems to be the only primary stat for Jedi. Also, you said swift action, and that term is no longer used in 4e. I think you mean minor action.

    The fighting styles aren't really fair either, since there's the primary stat (Wisdom) should always be higher than secondary stats (Dexterity and Charisma). Also, I suggest replacing Charisma with Strength as a secondary stat. Although Jedi often play the diplomat role, many of them seem...less than charismatic to me. Strength makes a bit more sense, and it fills out the defenses, since right now fortitude defense isn't covered by any of these stats. As well, most attacks that are based off of one stat also add damage based on that modifier. This is only a problem for Jedi Strike right now.

    I would reconsider making all of the ranged at-will attacks basic attacks. Especially throw debris, it doesn't seem that "basic" to me, it's not like just firing an arrow.

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    Default Re: 4e Jedi [Please Help]

    Here's a suggestion - do what Alteran suggests about changing the third "suggested stat" or whatever to Str, meaning they'll have a slightly higher Fort defense, change the class defense bonuses to +1 Fort/Ref/Will just like a Paladin, and then change Force Protection to say, "While in light armor, a Jedi may determine his AC by using his Wisdom modifier instead of his Dexterity or Intelligence modifier." How's that sound?

    Also, the Mark ability kinda sucks - you really need something like Aegis of Shielding, Combat Challenge, or Divine Challenge, where you can actually DO something once you've got a guy marked.

    Oh, and for weapon proficiencies, I'd say maybe go with "Simple Melee, Simple Ranged, Lightsaber" or something like that.
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    Default Re: 4e Jedi [Please Help]

    Quote Originally Posted by rtg0922 View Post
    Also, the Mark ability kinda sucks - you really need something like Aegis of Shielding, Combat Challenge, or Divine Challenge, where you can actually DO something once you've got a guy marked.
    Maybe give a Marking effect with a mini force push (which scales up as you level) or something...
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    Default Re: 4e Jedi [Please Help]

    Quote Originally Posted by Darth Stabber View Post
    Guardian:
    You may have 2 opponents marked at a time.
    This Jedi Guardian feature seems to imply a limitation that doesn't exist. There is no inherent limit to how many targets can be marked by a player. The practical limitation is that powers that mark are usually a standard action and they only last one turn, so most of the time you can only have one. Classes that can mark on any attack like a Fighter, or your Jedi, can use powers that let you attack (and therefore mark) multiple targets at the same time.

    Quote Originally Posted by Darth Stabber View Post
    Jedi Mark:
    When ever you hit an opponent with an attack you may mark that opponent. When an opponent so marked attacks a target other than you, you may slide the target 1 space closer 2 you.
    Forced movement that must be closer is a pull, not a slide. However, I think it should be a slide. The force doesn't care which direction it is used to move objects. It is important to specify here whether this ability is an immediate reaction or immediate interrupt. Interrupt would be much more powerful, and what you intended, I think.
    Last edited by Izmir Stinger; 2008-12-31 at 04:38 PM.

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    Default Re: 4e Jedi [Please Help]

    More Fixes and Powers added
    My homebrew
    Official spokesman of the totemist class for gestalt (and proud supporter of parenthetical asides (especially nested ones)). Author of a gestalt handbook
    Quote Originally Posted by The Glyphstone View Post
    Quote Originally Posted by Nerd-o-rama View Post
    Did you just put a gear shift on a lightsaber?
    Redneck laser swords only work in manual.

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    Default Re: 4e Jedi [Please Help]

    A reflavored Religion is a must on the class skill list. After all, the Jedi are technically agents of a religious order.

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    Default Re: 4e Jedi [Please Help]

    Moar fixes have been made
    My homebrew
    Official spokesman of the totemist class for gestalt (and proud supporter of parenthetical asides (especially nested ones)). Author of a gestalt handbook
    Quote Originally Posted by The Glyphstone View Post
    Quote Originally Posted by Nerd-o-rama View Post
    Did you just put a gear shift on a lightsaber?
    Redneck laser swords only work in manual.

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    Default Re: 4e Jedi [Please Help]

    I would suggest putting a bit of time into smoother-looking formatting - try some copypasta from PHB stuff so you're sure everything is worded right. If you flesh out the formatting to make it look more organized, it will be easier for people to understand it.

    For example, instead of "as per fighter" under HP, actually put in their starting HP and HP progression. This just makes it look more polished, but I suppose it isn't necessary.

    Now, I was doing some math when considering how they would run the Monk's traditional Wisdom bonus to AC deal in 4e.

    Here's what I think:
    Let's try giving WIS to AC, but requiring them to use only cloth.
    Defender A is a Paladin.
    Defender B is a Swordmage.
    Defender C is a Jedi.

    In the first comparison:
    Defender A is Level 1
    He has AC: 10 (base) + 0 (1/2 level) + 8 (plate armor) + 2 (Heavy Shield) + 1 (enhancement).
    For a Total of: 21 AC.
    Defender B is Level 1:
    He has AC: 10 (base) + 0 (1/2 level) + 3 (hide armor) + 4 (Intel 18) + 3 (warding) + 1 (enhancement)
    For a Total of: 21 AC.
    Defender C is Level 1
    He has AC: 10 + 0 + 0 (cloth) + 4 (Wis 18) + 3 (Dex 16) + 1 (enhancement)
    For a Total of: 18 AC.
    So even with Wis to AC, his AC is sub-par.

    We can try this at level 16, for interest's sake:
    A: 10 + 8 + 11 + 2 + 1 + 4
    Total: 36 AC
    B: 10 + 8 + 6 + 4 + 3 + 1 + 4
    Total: 36 AC
    C: 10 + 8 + 6 + 4 + 1 + 4
    Total: 33 AC

    So the Jedi, even with Wis to AC and only Cloth, always has less AC than his counterparts.
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