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In document Jedi - Pathfinder Class (Page 43-47)

Saving Throw Fortitude negates; Spell Resistance yes

Pain strike racks the targeted creature with agony, inflicting 1d6 points of nonlethal damage per round for 1 round per level (maximum 10 rounds).

Additionally, the affected creature is sickened for the power's duration, and the caster gains a +4 circumstance bonus on Intimidate checks against the target.

Psionic Blast Light 3 Casting Time 1 standard action Range 30 ft.

Area 30-ft. cone-shaped burst Duration Instantaneous

Saving Throw Will negates; Spell Resistance Yes

The air ripples with the force of your mental attack, which blasts the minds of all creatures in range. Psionic blast stuns all affected creatures for 1 round.

Share Pain, Forced

Dark 6 Casting Time 1 standard action Range Close (25 ft. + 5 ft./2 levels) Target One creature

Duration 1 round/level (D)

Saving Throw Fortitude negates; Spell Resistance Yes As share pain, except as noted here.

You attempt to force the sharing of your wounds with an unwilling creature for less time. If you are immune to the type of damage dealt, or if you convert lethal damage into nonlethal, the target takes no damage.

Slow Dark 4 Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels)

Targets one creature/level, no two of which can be more than 30 ft. apart Duration 1 round/level

Saving Throw Will negates; Spell Resistance yes

An affected creature moves and attacks at a drastically slowed rate.

Creatures affected by this power are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.

Multiple slow effects don't stack. Slow counters and dispels haste.

Stinking Cloud Dark 3 Casting Time 1 standard action Range medium (100 ft. + 10 ft./level)

Effect cloud spreads in 20-ft. radius, 20 ft. high Duration 1 round/level

Saving Throw Fortitude negates; see text; Spell Resistance no

Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated.

This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. This is a poison effect.

Stinking cloud can be made permanent with a permanency spell. A permanent stinking cloud dispersed by wind reforms in 10 minutes.

Telekinetic Force

Neutral 3 Casting Time 1 standard action Range Medium (100 ft. + 10 ft./ level)

Target One or more objects or creatures with a total weight of 250 lb. or less Duration Concentration, up to 1 round/level, or Instantaneous; see text Saving Throw Will negates (object); Spell Resistance Yes

You can use this power in one of two ways:

Move

You move an object, or even a creature, by concentrating your mind upon its current location and then the location you desire, creating a sustained force.

You can move an object weighing no more than 250 pounds up to 20 feet per round. A creature can negate the effect on an object it possesses or itself with a successful Will save or with Spell Resistance. The weight can be moved across the ground or through the air. This power ends if the object is forced out of range. If you cease concentration, the object falls or stops.

You can drop a weight and pick up another during the power’s duration, as long as you don’t stop concentrating on maintaining the power. An object can be telekinetically manipulated as if you were moving it with one hand.

If you spend at least 5 rounds concentrating on an unattended object, you can attempt to break or burst it as if making a Strength check, except that you apply your key ability modifier to the check instead of

your Strength modifier.

If a creature succeeds on its Will save against this effect, either to prevent you moving the creature or an object in its possession, you cannot target another item in that creature’s possession nor the creature itself unless you

manifest the power again.

Thrust

You can affect one or more objects or creatures by concentrating your mind upon, sending them in a deadly hail at your foes—or simply by hurling your foe! You can hurl one object or creature per Caster level (maximum fifteen separate targets), as long as all are within the power’s range and each is no more than 10 feet away from another one. Each object or creature can be hurled a maximum distance of 10 feet per level.

You must succeed on ranged attack rolls (one per creature or object thrown) to hit the target of the hurled items with the items, applying your key ability modifier to the attack roll instead of your Dexterity modifier. Hurled weapons deal their standard damage (your Strength bonus does not apply;

arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight (for less dangerous objects such as an empty barrel) to 1d6 points per 25 pounds of weight (for hard, dense objects such as a boulder).

Creatures are allowed Will saves (and Spell Resistance) to negate the effect, as are those whose held possessions are targeted by this power. Creatures are not allowed a Will save if an object is thrust at them through the use of this power.

If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).

If you use the thrust option of this power, the duration is instantaneous.

Vampiric Touch

Dark 5 Casting Time 1 standard action Range touch

Target living creature touched

Duration instantaneous/1 hour; see text Saving Throw none; Spell Resistance yes

You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. You can't gain more than the subject's current hit points + the subject's Constitution score (which is enough to kill the subject). The temporary hit points disappear 1 hour later.

Wind Wall Light 3 Casting Time 1 standard action Range medium (100 ft. + 10 ft./level)

Effect wall up to 10 ft./level long and 5 ft./level high (S) Duration 1 round/level

Saving Throw none; see text; Spell Resistance yes

An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).

While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.

4th-Level Jedi Powers

Power Name Alignment Cost Description

Ball Lightning Dark 10 Casting Time 1 standard action Range medium (100 ft. + 10 ft./level) Effect two or more 5-ft.-diameter spheres Duration 1 round/level

Saving Throw Reflex negates; Spell Resistance yes

You create two globes of lightning that fly in whichever direction you indicate.

For every 4 caster levels above 7th, you create an additional globe of lightning (3 globes at 11th, 4 globes at 15th, to the maximum of 5 globes at 19th).

These globes fly at a rate of 20 feet per round and have perfect maneuverability. Wind does not affect a flying sphere's course.

If a globe enters a space with a creature, it stops moving for the round and deals 3d6 points of electricity damage to that creature, though a

successful Reflex save negates the damage. Creatures wearing metal armor take a -4 penalty on this Saving Throw.

Each globe moves as long as you actively direct it (it's a move action for you to direct all the spheres created by a single casting of this power); otherwise they stay at rest. These globes have no mass and cannot push aside unwilling creatures or move solid objects. A ball lightning globe winks out if it exceeds the power's range.

Correspond Neutral 4 Casting Time 10 minutes Range See text

Target One creature with an Intelligence score of 3 or higher Duration 1 round/level

Saving Throw None; Spell Resistance No

You forge a passive mental link with a creature with which you have previously had physical or mental contact. The subject need not be within sight or even on the same plane as you are. The subject recognizes you, and you can mentally communicate with it for the duration (though nothing forces the subject to respond to you), exchanging messages of twenty-five words or less once per round. Receiving a message is not an action and does not provoke attacks of opportunity; however, sending a message is equivalent to a standard action that can provoke attacks of opportunity. You do not need line of sight or line of effect to use this power.

Cure Critical Wounds

Light 10 Casting Time 1 standard action Range touch

Target creature touched Duration instantaneous

When laying your hand upon a living creature, you channel the force to knit wounds. Cures 4d8 points of damage +1 point per caster level (maximum +20). This cannot harm undead, as it is not holy magic or positive energy.

Cure Serious Wounds

Light 4 Casting Time 1 standard action Range touch

Target creature touched Duration instantaneous

When laying your hand upon a living creature, you channel the force to knit wounds. Cures 3d8 points of damage +1 point per caster level (maximum +15). This cannot harm undead, as it is not holy magic or positive energy.

Death Urge Dark 6 Casting Time 1 Standard Action Range Medium (100 ft. + 10 ft./ level) Target One living creature

In document Jedi - Pathfinder Class (Page 43-47)

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