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emanation centered on you Duration 10 min./level (D)

In document Jedi - Pathfinder Class (Page 31-34)

Saving Throw None; Spell Resistance No

While the duration of this power lasts, you become aware of the presence of any creatures with hostile intent within 30 feet of you, and their direction from you (but not their specific location). The power detects active aggression, as opposed to vigilance. In addition, while this power is active you cannot be surprised or caught flat-footed by creatures that are susceptible to mind-affecting powers.

While under the effect of this power, you can make Sense Motive checks as a free action against anyone within 30 feet of you.

The power can penetrate barriers, but 3 feet of stone, 3 inches of common metal, 1 inch of lead, or 6 feet of wood or dirt blocks it.

Empathic Condition Relief

Light 3 Manifestation Time: One standard action Range: touch

Target: Creature touched Duration: instantaneous

Saving Throw: Fort negates (harmless); Spell Resistance: Yes (harmless) You cleanse the subject's body of unhealthy influences and relieve 1d2+1

rounds' worth of debilitating conditions - dazed, confused, nauseated, shaken, and/or stunned. The subject gains instant relief if she is dazed,

confused, nauseated, shaken, and/or stunned. If the duration of the debilitating condition is longer than the relief provided by this power, the subject can either, at your choice, remain affected by the debilitating condition, but for a reduced time, or gain 1d2+1 rounds unaffected by the condition. So, if the subject is dazed for 10 rounds, using this power can either grant them 1d2+1 rounds not being dazed or shorten that period by 1d2+1 rounds. You could manifest this power again to relieve the additional rounds of the specified debilitating conditions.

Empathic Transfer

Light 2 Display Auditory and material Range Touch

Target Willing creature touched Duration Instantaneous

You heal another creature’s wounds, transferring some of its damage to

yourself. When you manifest this power, you can heal as much as 2d10 points of damage. The target regains a number of hit points equal to the dice result, and you lose hit points equal to half of that amount. (This loss can bring you to 0 or fewer hit points.) Powers and abilities you may have such as damage

reduction and regeneration do not lessen or change this damage, since you are taking the target’s pain into yourself in an empathic manner. The damage transferred by this power has no type, so even if you have immunity to the type of damage the target originally took, the transfer occurs normally and deals hit point damage to you.

Alternatively, you can use this power to absorb one poison or one disease afflicting the target creature into yourself. When you absorb a poison or disease, you do not take any of the damage previously dealt to the target by the affliction, but you do assume the burden of making the secondary and/or continuing Fortitude saves to combat the affliction.

Finally, you can use this power to transfer up to 1 point of ability damage per Caster level from the target to yourself.

Energy Stun Light 2 Casting Time 1 standard action Range Close (25 ft. + 5 ft./2 levels) Area 5-ft.-radius burst

Duration Instantaneous

Saving Throw Reflex half or Fortitude half; see text; Spell Resistance Yes You release a powerful stroke of your active energy type (cold, electricity, fire, or sonic) that encircles all creatures in the area, dealing 1d6 points of damage to each of them. In addition, any creature that fails its save for half damage must succeed on a Will save or be stunned for 1 round.

Cold A stroke of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold stun is a Fortitude save instead of a Reflex save.

Electricity Casting a stroke of this energy type provides a +2 bonus to the save DC and a +2 bonus on Caster level checks for the purpose of overcoming Spell resistance.

Fire A stroke of this energy type deals +1 point of damage per die.

Sonic A stroke of this energy type deals –1 point of damage per die and ignores an object’s hardness.

Fog Cloud Neutral 2 Casting Time 1 standard action

Range medium (100 ft. + 10 ft. level) Effect fog spreads in 20-ft. radius Duration 10 min./level

Saving Throw none; Spell Resistance no

A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+

mph) disperses the fog in 1 round.

The power does not function underwater.

Force Push Neutral 3 Casting Time 1 standard action Range touch

Target creature touched Duration instantaneous

Saving Throw Fortitude partial; Spell Resistance yes

This power charges your hand with telekinetic force. Your successful melee touch attack deals 1d4 points of force damage per level (maximum 10d4) and causes the target to be pushed away from you in a straight line up to 5 feet per two caster levels. For every size category of the target above Medium, reduce the distance pushed by 5 feet (–5 feet for Large, –10 feet for Huge, –15 for Gargantuan, and –20 feet for Colossal) to a minimum of 0 feet. A

successful Fortitude save negates the movement but not the damage.

Fox's Cunning

Neutral 4 Casting Time 1 standard action Range touch

Target creature touched Duration 1 min./level

Saving Throw Will negates (harmless); Spell Resistance yes

The target becomes smarter. The power grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Wizards (and other spellcasters who rely on Intelligence) affected by this power do not gain any additional bonus powers for the increased Intelligence, but the save DCs for powers they cast while under this power's effect do increase. This power doesn't grant extra skill ranks.

Gust of Wind

Light 3 Casting Time 1 standard action Range 60 ft.

Effect line-shaped gust of severe wind emanating out from you to the extreme of the range

Duration 1 round

Saving Throw Fortitude negates; Spell Resistance yes

This power creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flying creatures in this area take a -4 penalty on Fly skill checks. Tiny or smaller flying creatures must make a DC 25 Fly skill check or be blown back 2d6 x 10 feet and take 2d6 points of damage.

Small or smaller flying creatures must make a DC 20 Fly skill check to move against the force of the wind.

A Tiny or smaller creature on the ground is knocked down and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet.

Small creatures are knocked prone by the force of the wind.

Medium or smaller creatures are unable to move forward against the force of the wind unless they succeed at a DC 15 Strength check.

Large or larger creatures may move normally within a gust of wind effect.

This power can't move a creature beyond the limit of its range.

Any creature, regardless of size, takes a -4 penalty on ranged attacks and Perception checks in the area of a gust of wind.

The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights.

In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.

Inflict Pain Dark 3 Casting Time 1 standard action Range Close (25 ft. + 5 ft./2 levels) Target One creature

Duration 1 round/level

Saving Throw Will partial; see text; Spell Resistance Yes

You telepathically stab the mind of your foe, causing horrible agony. The subject suffers wracking pain that imposes a –4 penalty on attack rolls, skill checks, and ability checks. If the target makes its save, it takes only a –2 penalty.

Levitate Neutral 2 Casting Time 1 standard action

Range personal or close (25 ft. + 5 ft./2 levels)

Target you or one willing creature or one object (total weight up to 100 lbs./level)

Duration 1 min./level (D)

Saving Throw none; Spell Resistance no

Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).

A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.

Mental Disruption

Neutral 2 Casting Time 1 standard action Range 10 ft.

Area 10-ft.-radius spread centered on you

In document Jedi - Pathfinder Class (Page 31-34)

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