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spread centered on you Duration 1 round, then instantaneous

In document Jedi - Pathfinder Class (Page 47-52)

Saving Throw Will negates; Spell Resistance Yes

You plant a hidden death-urge impulse in the subject’s unconscious. On the subject’s next turn, it looks for the quickest method to end its life and attempts to do so. The subject takes no other action on its turn except attempting to harm itself.

If armed, the subject attacks itself as a full-round action. The attack automatically succeeds and deals damage as a critical hit. If unarmed, the subject moves adjacent to the nearest enemy and provokes an attack of opportunity, offering its opponent an opening, which the opponent may or may not choose to take advantage of.

If the subject is unarmed and no enemy is nearby, the subject simply does nothing at all. A subject close to an immediate and lethal hazard such as a cliff or a fire might hurl itself off the cliff or into the fire instead of striking itself with a weapon.

Detonate Neutral 5 Casting Time 1 standard action Range 30 ft.

Area 30-ft.-radius spread centered on you Duration 1 round, then instantaneous Saving Throw Reflex half; Spell Resistance yes

You flood yourself with a potent surge of elemental energy.

One round after completing the casting of the power, the energy explodes from your body.

When this power creates the explosion of energy, choose one of the following four energy types: acid, cold, electricity, or fire. The explosion inflicts 1d8 points of damage of that energy type per Caster level (maximum 10d8) to all creatures and unattended objects within 15 feet, and half that amount to targets past 15 feet but within 30 feet. You automatically take half damage from the explosion, without a Saving Throw, but any other energy resistance or energy immunity affects you may have in place can prevent or lessen this overflow damage caused by the explosion.

Empathic Feedback

Neutral 7 Casting Time 1 standard action Range Personal

Target You

Duration 10 min./level

Saving Throw Will negates; see text; Spell Resistance Yes

You empathically share your pain and suffering with your attacker. Each time a creature strikes you in melee, it takes damage equal to one quarter the amount it dealt to you (rounded down, minimum 1) unless it succeeds on a Will save. This damage is empathic in nature, so powers and abilities the

attacker may have such as damage reduction and regeneration do not lessen or change this damage. The damage from empathic feedback has no type, so even if you took fire damage from a creature that has immunity to fire, empathic feedback will damage your attacker. The damage from empathic feedback is a mind-affecting effect, a successful Will save negates this damage, and the damage is subject to Spell Resistance.

Energy Adaptation

Light 4 Casting Time 1 standard action Range Personal

Target You

Duration 10 min./level

Your body assimilates some of the effect of an energy attack and converts it to harmless light. You gain resistance 10 against any attack that deals acid, cold, electricity, fire, or sonic damage.

When you absorb damage, you can choose to radiate visible light that illuminates a 60-foot radius for a number of rounds equal to the points of damage you successfully resisted, or merely dissipate the energy without giving off a visual display.

The energy resistance provided by this power increases to 20 points at 7th Caster level and to a maximum of 30 points at 11th level.

The power protects your equipment as well.

The resistance provided by this power does not stack with other forms of energy resistance.

Fire of Justice Light 4 Casting Time 1 standard action Range Close

Target creature touched Duration instantaneous

Evil target takes 3d8 damage. A dark side user cannot use this power.

Fire Shield Neutral 5 Casting Time 1 standard action Range personal

Target you

Duration 1 round/level (D)

This power wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks, depending on if you choose cool or warm flames for your fire shield.

Any creature striking you with its body or a hand-held weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15). This damage is either cold damage (if you choose a chill shield) or fire damage (if you choose a warm shield). If the attacker has spell resistance, it applies to this effect. Creatures wielding melee weapons with reach are not subject to this damage if they attack you.

When casting this power, you appear to immolate yourself, but the flames are thin and wispy, increasing the light level within 10 feet by one step, up to normal light. The color of the flames is blue or green if the chill shield is cast, violet or red if the warm shield is employed. The special powers of each version are as follows.

Chill Shield: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw.

Warm Shield: The flames are warm to the touch. You take only half damage

from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw.

Freedom of Movement

Neutral 4 Casting Time 1 standard action Range personal or touch Target you or creature touched Duration 10 min./level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless) This power enables you or a creature you touch to move and attack normally for the duration of the power, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.

The power also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of

movement power does not, however, grant water breathing.

Forceful Strike Neutral 6 Casting Time 1 swift action

Range touch or reach of melee weapon Target 1 creature

Duration instantaneous

Saving Throw Fortitude partial; Spell Resistance yes

You cast this power as you strike a creature with a melee weapon, unarmed strike, or natural attack to unleash a concussive blast of force. You deal normal weapon damage from the blow, but also deal an additional amount of force damage equal to 1d4 points per caster level (maximum of 10d4). The force of the blow may be enough to knock the target backward as well. To determine if the target is pushed back, make a combat maneuver check with a bonus equal to your caster level to resolve a bull rush attempt against the creature struck. You do not move as a result of this free bull rush, but it can push the target back if it defeats the target’s CMD. A successful Fortitude save halves the force damage and negates the bull rush effect.

Incite Passion Dark 6 Casting Time: 1 standard action Range: close (25 ft. + 5 ft./2 levels) Target: 1 creature

Duration: 1 round/level.

Saving Throw: Will negates; Spell Resistance: Yes

The target creature's mind is subtly altered to embrace its more instinctual urges instead of logic. For the duration of the power, the target creature takes a -2 penalty on all Intelligence-related checks and may not take 10 or take 20 on any skill check. In addition, the target cannot competently grasp combat tactics and suffers a -2 penalty on attack rolls and Armor Class, cannot fight defensively, and cannot use Combat Expertise or any other feats that require it.

Inertial Barrier Light 10 Casting Time 1 standard action Range Personal

Target You

Duration 10 min./level

You create a skin-tight psychokinetic barrier around yourself that resists blows, cuts, stabs, and slashes, as well as providing some protection against falling. You gain damage reduction 5/–. Inertial barrier also absorbs half the damage you take from any fall.

Inflict Critical Wounds

Dark 6 Casting Time 1 standard action Range touch

Target creature touched Duration instantaneous

Saving Throw Will half; Spell Resistance yes

This power functions like inflict light wounds, except that you deal 4d8 points of damage + 1 point per caster level (maximum +20).

Neutralize Poison

Light 4 Casting Time 1 standard action Range touch

Target creature or object of up to 1 cu. ft./level touched Duration instantaneous or 10 min./level; see text

Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

You detoxify any sort of venom in the creature or object touched. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each poison affecting the target. Success means that the poison is neutralized. A cured creature suffers no additional effects from the poison, and any temporary effects are ended, but the power does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own.

This power can instead neutralize the poison in a poisonous creature or object for 10 minutes per level, at the caster's option. If cast on a creature, the creature receives a Will save to negate the effect.

Physical Acceleration

Neutral 4 Casting Time: 1 standard action Range: personal

Target: you

Duration: 1 rnd./level.

You move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, you gain one additional attack. The attack is made using your full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to manifest a second power or otherwise take an extra action in the round.)

You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of your modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice your normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects your jumping distance as normal for increased speed.

Multiple physical acceleration effects don't stack, nor does it stack with haste.

Physical acceleration negates slow.

Power Leech Dark 0 Casting Time 1 standard action

Range Touch

Target Any living psionic creature

Duration Concentration, up to 1 round/level; see text Saving Throw Will negates; Spell Resistance Yes

Your hand crackles with dark energy. Touching a foe drains it of 1d6 Hit Points and adding 1 Force point to your reserve (unless that gain would cause you to exceed your maximum). The drain continues in each round you maintain concentration while the subject of the drain remains in range. If the subject is drained to 0 Health, this power ends.

Concentrating to maintain power leech is a full-round action (you can take no other actions aside from a 5-foot step) instead of a standard action.

River of Wind Light 4 Casting Time 1 standard action Range 120 ft.

Area 120-ft. line Duration 1 round/level

Saving Throw Fortitude partial; Spell Resistance yes

Summoning up the power of the tempest, you direct a current of forceful winds where you please. This power creates a 5-foot-diameter line of wind-the direction of wind-the wind is away from your location when you cast wind-the power, and remains constant in that direction for the power duration.

Creatures caught in a river of wind take 4d6 nonlethal damage and are knocked prone. A successful Fortitude save halves the damage and prevents being knocked prone.

A creature that begins its turn wholly or partially within a river of wind must make a Fortitude save or be pushed 20 feet in the wind's direction of flow, take 2d6 nonlethal damage, and be knocked prone-a successful Fortitude save means the creature merely takes 1d6 nonlethal damage. Creatures under the effect of freedom of movement and creatures with the air subtype are unaffected by a river of wind.

Shout Dark 6 Casting Time 1 standard action Range 30 ft.

Area cone-shaped burst Duration instantaneous

Saving Throw Fortitude partial or Reflex negates (object); see text; Spell Resistance yes (object)

You emit an ear-splitting yell that deafens and damages creatures in its path.

Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6).

An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save. A shout power cannot penetrate a silence spell.

Solid Fog Neutral 4 Casting Time 1 standard action Duration 1 min./level

Spell Resistance no

This power functions like fog cloud, but in addition to obscuring sight, the solid fog is so thick that it impedes movement. Creatures moving through a solid fog move at half their normal speed and take a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon

attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed so that each 10 feet of vapor that it passes through reduces the falling damage by 1d6. A creature cannot take a 5-foot-step while in solid fog. Solid fog, and effects that work like solid fog, do not stack with each other in terms of slowed movement and attack penalties.

Unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.

Solid fog can be made permanent with a permanency spell. A permanent solid fog dispersed by wind reforms in 10 minutes.

Telekinetic Maneuver

Neutral 5 Casting Time 1 standard action Range Medium (100 ft. + 10 ft./ level) Target One creature

Duration Concentration, up to 1 round/level Saving Throw None; Spell Resistance Yes

You can affect a foe by concentrating your mind upon its current status and the status you desire, once per round. You can perform a bull rush, a disarm, a grapple (including a pin), or a trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your Caster level in place of your base attack bonus, you use your key ability modifier in place of your Strength modifier or Dexterity modifier, and a failed attempt doesn’t result in you being disarmed or knocked prone (if attempting a disarm or trip).

No save is allowed against these attempts, but Spell Resistance applies normally.

Wither Dark 7 Casting Time: 1 standard action Range: touch

Target: Creature touched Duration: instantaneous

Saving Throw: Fort negates; Spell Resistance: Yes

Your touch disrupts the target's physical form, draining the strength from its muscles. The creature suffers 2d4 points of Strength damage. A successful Fortitude save halves the Strength damage taken.

5th-Level Jedi Powers

Power Name Alignment Cost Description

Adapt Body Neutral 5 Casting time 1 standard action

In document Jedi - Pathfinder Class (Page 47-52)

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