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The Jedi

The Jedi are a small group of psionic-like warrior monks that focus on the balance and protection of the universe. They prefer diplomacy over battle, but can fight when the situation calls for it. Certain Jedi have been known to be a general in an army, a leader of a small boarding party, or a diplomat to settle a treaty between two kings. They channel a power that they call “The Force” in order to enhance their own bodies, modify the world around them, or manipulate elements.

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Prerequisites: A Jedi must be taught by another force wielder, a Holocron (artifact), or some other way

that is not self-taught. After first level, a Jedi may progress without aid.

Must have the Force Sensitive trait

Alignment:

Any

Hit Die:

d8

Starting wealth: 3d6 x 10gp (105 gp)

Class skills: Acrobatics (dex) Climb (str) Craft (lightsaber) (Int) Diplomacy (cha) Knowledge (Force,

History, Nobility) (int) Linguistics (int) Perception (wis) Profession (wis) Ride (Dex) Sense Motive (wis)

Spellcraft (Int) Stealth (dex) Swim (str)

Skill Ranks/level: 4 + Int modifier

Level BAB Fort

Sav e Ref Save Will Save

Special Force pool Points

Force powers known

0 1 2 3 4 5 6 7

1st +1 +1 +2 +2 Force pool, Force

combat, Force Path, Force Powers 1d6+Wis mod 3 1 — — — — — —

2nd +2 +1 +3 +3 Lightsaber Form +1d6+Wis 4 2 — — — — — —

3rd +3 +1 +3 +3 Bonus Feat +1d6+Wis 4 3 — — — — — —

4th +4 +2 +4 +4 Movement Speed

+10 feet

+1d6+Wis 4 3 1 — — — — —

5th +5 +2 +4 +4 Evasion, Flurry +1d8+Wis 4 4 2 — — — — —

6th +6/+1 +2 +5 +5 Lightsaber Form, Bonus Feat

+1d8+Wis 5 4 3 1 — — — —

7th +7/+2 +3 +5 +5 Canny Defense +1d8+Wis 5 4 3 2 — — — —

8th +8/+3 +3 +6 +6 Parry +1d8+Wis 5 4 4 3 — — — —

9th +9/+4 +3 +6 +6 Bonus Feat +1d8+Wis 6 5 4 4 1 — — —

10th +10/+5 +4 +7 +7 Lightsaber Form, Flurry

+1d10+ Wis +Int

7 5 4 4 2 — — —

11th +11/+6/+1 +4 +7 +7 Improved Evasion +1d10+Wis +Int 7 5 4 4 3 1 — — 12th +12/+7/+2 +4 +8 +8 Bonus Feat, Movement Speed +20 feet +1d10+Wis +Int 7 5 5 5 3 1 — — 13th +13/+8/+3 +5 +8 +8 -- +1d10+Wis +Int 7 6 5 5 4 2 — —

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14th +14/+9/+4 +5 +9 +9 Lightsaber Form +1d10+Wis +Int 7 6 6 5 4 2 1 — 15th +15/+10/+5 +5 +9 +9 Bonus Feat, Flurry +2d6+Wis +Int 8 6 6 5 4 3 2 —

16th +16/+11/+6/+1 +6 +10 +10 Defensive Roll +2d6+Wis +Int 8 6 6 6 5 4 3 — 17th +17/+12/+7/+2 +6 +10 +10 -- +2d6+Wis +Int 8 6 6 6 5 5 4 — 18th +18/+13/+8/+3 +7 +11 +11 Lightsaber Form, Bonus Feat +2d6+Wis +Int 8 7 6 6 6 6 5 1

19th +19/+14/+9/+4 +7 +11 +11 Force Critical +2d6+Wis +Int 8 7 7 6 6 6 6 2 20th +20/+15/+10/+5 +8 +12 +12 Jedi Master, Movement Speed +30 feet, Flurry +1d20+Wis +Int 8 7 7 7 6 6 6 3

Class Features

Weapon and Armor Proficiency: A Jedi is proficient with simple weapons, Lightsabers, and light armor.

 Force pool:

 The force pool allows you to use your force powers. If you reach 0 force points in your pool, you

cannot use any force powers and you are Exhausted.

 Your force pool replenishes after 8 hours of rest or meditation. These hours do not have to be

consecutive.

 Force Combat:

 A Jedi can use force abilities while wielding a lightsaber.

 If a Jedi is using a non-lightsaber weapon, one hand must be free to use force powers

 Instant cast powers do not provoke attacks of opportunity.

 Force Path:

 The side of the Force you pick. Light, Neutral, Dark. If you pick light or dark, the cost of the

opposite alignment costs 3 times the force points to use and neutral costs normal. If you pick

Neutral, both light and dark cost 2 times the force points to use. If your life choices do not

reflect your current Side of force, your GM may choose to shift your Side of force for you.

(Should be in line with your standard Alignment. Ex. A neutral evil character might choose the

neutral side of the force, but will not pick the light side of the force. Likewise, a Lawful Good

character will most likely pick the Light side of the force, but will never pick the dark side of the

force.)

 (Author’s note: This is really only relevant to the good vs. evil of the standard alignment

chart. I personally see no reason why a light side character couldn’t be lawful or chaotic

good and a dark side character couldn’t be lawful or chaotic evil.)

(4)

 Force powers:

 All Force powers (Regardless of magical or psionic origins) are treated as force powers and

cannot be Modified with metamagic and metapsionic feats. Metaforce Feats can be used for a

multiplication of base cost. Example: A Maximized Force power would cost 4 times the force

points than the base cost of the power being maximized. Maximized burning hands, originally 2

force points, would cost 8 points.

 Standard concentration checks. The DC is determined by this table

This Table

 A Jedi cannot use force powers in heavy armor

 You gain a number of bonus powers according to the

Ability Score Spell Modifier thingy

table

(based on wisdom)

 When you learn new powers, you may choose a power from a lower level instead of highest

level you can use

 Force abilities have no verbal, somatic, or material components, nor have an XP cost (even if the

equivalent power has an XP cost). The user activates them mentally.

 Force powers are subject to Power Resistance (Which is equal to spell resistance)

 List of powers is further down.

 Lightsaber Form:

 These bonuses are only active when using a lightsaber.

 You lose these bonuses if you lose your dex bonus

 Any known styles may be switched between as a move action

 Starting at level two, and every 4 levels after, you may pick a lightsaber form, if you meet the

prerequisites:

 Form I (padawan): Shii-Cho, Form III (padawan): Soresu, Form VI (padawan): Niman

 At level 6, you may add the following to the list of available forms:

 Form II (padawan): Makashi, Form IV (padawan): Ataru, Form I (Knight): Shii-Cho, Form III

(Knight): Soresu, Form VI (Knight): Niman,

 At Level 10, you may add the following to the list of available forms:

 Form V (padawan): Shien / Djem So, Form VII (padawan): Juyo, Form II (Knight): Makashi,

Form IV (knight): Ataru, Form I (Master): Shii-Cho, Form III (Master): Soresu, Form VI

(Master): Niman

 At Level 14, you may add the following to the list of available forms:

 Form V (Knight): Shien / Djem So, Form VII (Knight): Juyo, Form II (Master): Makashi, Form IV

(Master): Ataru,

 At Level 18, you may add the following to the list of available forms:

 Form V (Master): Shien / Djem So, Form V (Master): Shien / Djem So

 (Author’s note: any of these should work for any type of lightsaber you pick, double bladed and

duel wielding included. Just add the standard buffs, penalties and extra attacks normally

brought on by those styles)

 Bonus feat:

 Starting at 3

rd

level Every 3 levels after, you may pick a feat from the following list:

 Blind-Fight, Dodge, Enlarge Power, Improved Initiative, Improved Two-Weapon Fighting,

Merciful Power, Power Attack, Reach Power, Spring Attack, Step up, Two-Weapon Defense,

Two-Weapon Fighting, Quick Draw, Weapon Finesse, Weapon Focus

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 Agile Maneuvers, Cleave, Concussive Power, Greater Two-Weapon Fighting, Improved

Blind-Fight, Intensified Power, Lightsaber Finesse, Mobility, Side Step and strike, Sundering Strike,

Weapon Specialization

 At level 15, you may add the following feats to the list:

 Great Cleave, Greater Blind-Fight, Greater Weapon Specialization, Landing Roll, Maximize

Power, Quicken Power

 Movement speed:

 Starting at 4

th

level and every 8 levels after, your base speed increases by 10 feet for +30 at 20

th

level

 Evasion:

 Cost: 4 force points, as an Immediate Action, lasts until the beginning of your turn. Can be used

in surprise round, even if you are not in it.

 At 5th level or higher, a Jedi can avoid damage from many area-effect attacks. If a Jedi

makes a successful Reflex saving throw against an attack that normally deals half damage on

a successful save, he instead takes no damage. Evasion can be used only if a Jedi is wearing

light armor or no armor. A helpless Jedi does not gain the benefit of evasion.

 Flurry: (tl;dr 1 attack = 4 force points)

 At 5

th

level, and every 5 levels after, when attacking as a full round action, a Jedi may spend

force points to increase the number of attacks. Use your highest attack bonuses for these

attacks. At 5

th

level, four points may be spent for one additional attack (at highest attack bonus).

At 10

th

level, up to eight force points may be spent two gain two attacks (at two highest attack

bonuses), Etc. Up to 4 extra attacks at level 20.

 These attacks happen after normal attacks.

 If, for some reason, you cannot use a full round action to attack (or magical restrictions to your

number of attacks), you cannot use flurry (this can be used at level 5, even though you only have

one attack).

 If the remaining attacks somehow fail (like due the result of a swift action), the attacks are lost

but the points are still spent.

 Example: A level 15 Jedi has a BAB of +15/+10/+5. Let’s say the Jedi has no modifiers to

increase these bonuses. The Jedi chooses to spend 8 force points to give them two extra

attacks. The attacks would go in the order of +15/+10/+5/+15/+10.

 Canny Defense:

 When wearing light or no armor and not using a shield, a Jedi adds 1 point of Intelligence bonus

(if any) per Jedi class level to her Dexterity bonus to modify Armor Class while wielding a

lightsaber. If a Jedi is caught flat-footed or otherwise denied her Dexterity bonus, she also loses

this bonus.

 Parry:

 At 8nd level, a Jedi learns to parry the attacks of other creatures, causing them to miss.

Whenever the Jedi takes a full attack action with their Lightsaber, she can elect not to take one

of her attacks. At any time before her next turn, she can attempt to parry an attack against her

or an adjacent ally as an immediate action. To parry the attack, the Jedi makes an attack roll,

using the same bonuses as the attack she chose to forego during her previous action. If her

attack roll is greater than the roll of the attacking creature, the attack automatically misses. For

each size category that the attacking creature is larger than the Jedi, the Jedi takes a –4 penalty

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on her attack roll. The Jedi also takes a –4 penalty when attempting to parry an attack made

against an adjacent ally. The Jedi must declare the use of this ability after the attack is

announced, but before the roll is made.

 Improved Evasion:

 Cost: 8 force points, as an Immediate Action, lasts until the beginning of your turn. Can be used

in surprise round, even if you are not in it.

 This works like evasion, except that while the Jedi still takes no damage on a successful

Reflex saving throw against attacks, she henceforth takes only half damage on a failed save.

A helpless Jedi does not gain the benefit of improved evasion.

 Defensive Roll:

 At 16

th

level A Jedi gains Defensive Roll. With this ability, the Jedi can roll with a potentially

lethal blow to take less damage from it than she otherwise would. Once per day, when she

would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow,

not a spell or special ability), the Jedi can attempt to roll with the damage. To use this ability, the

Jedi must attempt a Reflex saving throw (DC = ½ damage dealt). If the save succeeds, she takes

only half damage from the blow; if it fails, she takes full damage. She must be aware of the

attack and able to react to it in order to execute her defensive roll—if she is denied her

Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a

character to make a Reflex save for half damage, the Jedi’s evasion ability does not apply to the

defensive roll.

 Force Critical

 At 19th level, whenever a Jedi successfully confirms a critical hit, he can use a force power that

has a casting time of one standard action or less as a swift action. The power must include the

target of the attack as one of its targets or in its area of effect. Using the power does not

provoke an attack of opportunity. The caster must still meet all requirements to use the force

power.

 Jedi Master

 At 20

th

level, a Jedi may use two lightsaber forms and gain the benefits and the drawbacks of

each.

(Kinda stupid, I know, but I couldn’t think of anything else)

 Ex-Jedi

 Ex-Jedi, or fallen Jedi, retains all force powers and abilities, the cost of each force power changes

to reflect your current alignment. An ex-Jedi does not have to fall from the light side of the

force, just as a neutral aligned Jedi is not necessarily a fallen Jedi. A fallen Jedi is no longer

affiliated with the Jedi Council and is marked for punishment (if neutral) or execution (if dark). If

you go against the council’s orders, and you are still light, you could be exiled. If an exiled Jedi

tries to return to the monastery, it is possible that she will be attacked on sight, ignored, or

welcomed, depending on the situation or the circumstances of your exile.

(7)

 Favored Class Bonus:

 Aasimar – Gain +1/3 will save against going to the dark side

 Elves – ¼ level 1 power

 Goblin – Be a BAMF like Yoda (no in game bonuses except flavor)

 Half-Elves – Pick either the Elves’ or the Human’s bonus

 Halfling – Can use any level 1 or lower force power for free 1/3 times/day

 Human – Gain 1 additional Force Point

 Traits:

 Force Sensitive – Force Trait – Gain a force pool with 2 force points and can learn one level 0

power

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Lightsaber Forms

 Form I (padawan): Shii-Cho

 Prerequisites: Jedi Level 2

 +1 on damage rolls

 +1 to AC when being flanked

 +1 to AC against attacks of Opportunity

 -2 to AC against lightsaber

 -2 to saving throw against all magic, force, and psionic (force)

 Form I (Knight): Shii-Cho

Prerequisite: Form I (padawan), level 6

 +2 on damage rolls

 +2 to AC when being flanked

 +1 to AC against attacks of Opportunity

 -2 to AC against lightsaber

 -3 to saving throw against all magic, force, and psionic (force)

 Form I (Master): Shii-Cho

 Prerequisite: Form I (Knight), level 10

 +3 on damage rolls

 +4 to AC when being flanked

 +2 to AC against attacks of Opportunity

 -4 to saving throw against all magic, force, and psionic (force)

 Form II (padawan): Makashi

 Prerequisites: Jedi Level 6

 Gain Weapon Finesse as a bonus feat with lightsaber only

 +1 to hit and damage when not being flanked

 -2 AC against Ranged Weapons

 -2 AC

 +1 to saving throw against all magic, force and psionic (force)

Form II (Knight): Makashi

Prerequisite: Form II (padawan), level 10

 Gain weapon Finesse as a bonus feat with lightsaber only

+4 to hit and damage

when not being flanked

-2 AC against Ranged Weapons

-3 AC

(9)

Form II (Master): Makashi

Prerequisite: Form II (Knight), level 14

 Gain weapon Finesse as a bonus feat with lightsaber only

 Gain Lightsaber Finesse as a bonus feat

+6 to hit and damage

when not being flanked

-2 AC against Ranged Weapons

-4 AC

+4

to saving throw against all magic, force and psionic (force)

 Form III (padawan): Soresu

 Prerequisites: Jedi Level 2

 +4 AC

 -6 to hit

 Only one attack/round

 Can’t use flurry

Form III (Knight): Soresu

Prerequisite: Form III (padawan), level 6

 Gain Deflect Arrows Feat, as the Duelist feat

 Gain Combat Expertise

+6 AC

 -8 to hit

 Only one attack/round

 Can’t use flurry

Form III (Master): Soresu

Prerequisite: Form III (Knight), level 10

 Gain Deflect Arrows Feat, as the Duelist feat

 Gain Combat Expertise

+10 AC

 -8 to hit

 Only two attacks/round

 Can’t use flurry

(10)

 Form IV (padawan): Ataru

 Prerequisites: Jedi Level 6

 +1 Dodge AC

 -3 AC if Flanked

 -2 AC against ranged weapons

 As a full round action, attack twice with a 5 foot step in between, up to your total number of

attacks per round. This may be used in conjunction with flurry. (ex: if you have 3 attacks, you

may attack once, take a five foot step, then attack twice)

 you may take an additional 5 foot step per round

 As a swift action, you can spend 2 force point to raise dodge AC bonus by +2 for number of

rounds = to half your Jedi level

 Critical threat range increased by 1. This is added after other bonuses

 Form IV (knight): Ataru

Prerequisite: Form IV (padawan), level 10

 +2 Dodge AC

 -3 AC if Flanked

 -3 AC against ranged weapons

 As a full round action, attack twice with a 5 foot step in between, up to your total number of

attacks per round. This may be used in conjunction with flurry. (ex: if you have 3 attacks, you

may attack once, take a five foot step, then attack twice)

 you may take an additional 5 foot step per round

 Can spend 4 force point to raise dodge AC bonus by +4 for number of rounds = to half your

Jedi level

 Critical threat range increased by 1. This is added after other bonuses

 Form IV (Master): Ataru

Prerequisite: Form IV (Knight), level 14

 +4 Dodge AC

 -4 AC if flanked

 -4 AC against ranged weapons

 As a full round action, attack twice with a 5 foot step in between, up to your total number of

attacks per round. This may be used in conjunction with flurry. (ex: if you have 3 attacks, you

may attack once, take a five foot step, then attack twice)

 you may take two additional 5 foot step actions per round

 Can spend 4 force point to raise dodge AC bonus by +4 for number of rounds = to half your

Jedi level. This stacks with other dodge bonuses.

(11)

 Form V (padawan): Shien / Djem So

 Prerequisites: Jedi Level 10

 -2 to fort saves

 -4 AC

 +2 deflection AC against ranged weapons

 Weapon Finesse with Lightsaber

 +1 to hit if flanked (stacks if flanked multiple times)

 +4 to damage rolls

Form V (Knight): Shien / Djem So

Prerequisite: Form V (padawan), level 14

-2 to fort saves

-2 AC

+4deflection to AC against ranged weapons

Weapon Finesse with Lightsaber

+2 to hit if flanked (stacks if flanked multiple times)

+4 to damage rolls

Form V (Master): Shien / Djem So

Prerequisite: Form V (Knight), level 18

-2 to fort saves

+6 deflection to AC against ranged weapons

Weapon Finesse with Lightsaber

-4 AC If only one opponent is in your threat range

+2 AC if in more than 1 opponent’s threat range

+4 to hit if flanked (stacks if flanked multiple times)

+6 to damage rolls

+1 attack/round

 Form VI (padawan): Niman

 Prerequisites: Jedi Level 2

 No Bonuses or Penalties

Form VI (Knight): Niman

Prerequisite: Form VI (padawan), level 6

+2 Deflection AC

+4 Force Points

Form VI (Master): Niman

Prerequisite: Form VI (Knight), level 10

+4 Deflection AC

(12)

 Form VII (padawan): Juyo

 Prerequisites: Jedi Level 10

 -6 AC

 -4 to will saving throws

 +2 to reflex

 +1 attack/round at lowest attack bonus (stacks with flurry)

 +2 damage/hit

 Crit Range +1 (added after abilities like keen and improved critical)

 +1 on critical confirms

 If light side of force, DC 20 of falling to neutral force. If neutral, DC 16 chance of falling to

Dark side (Will save is made after battle is over)

Form VII (Knight): Juyo

Prerequisite: Form VII (Padawan), level 14

-6 AC

-4

to will saving throws

 +4 to reflex

 +1 attacks/round at last two attack bonuses (stacks with flurry)

 +4 damage/hit

 +4 to hit/hit

 Crit Range +2 (added after abilities like keen and improved critical)

 +2 on critical confirms

 If light side of force, DC 20 of falling to neutral force. If neutral, DC 16 chance of falling to

Dark side (Will save is made after battle is over)

Form VII (Master): Juyo

Prerequisite: Form VII (Knight), level 18

-6 AC

-4

to will saving throws

 +6 to reflex

 +2 attacks/round at last three attack bonuses (stacks with flurry)

 +6 damage/hit

 +6 to hit/hit

 Crit Range +2 (added after abilities like keen and improved critical)

 +4 on critical confirms

 If light side of force, DC 20 of falling to neutral force. If neutral, DC 16 chance of falling to

Dark side (Will save is made after battle is over)

(13)

The Lightsaber

 Lightsabers come in three different kinds, practically all colors, the blade is indestructible,

and each hilt is unique. Lightsabers are treated as light weapons

 Lightsaber (longsword)

 Has a hilt about the same length as your hand. The entire length is roughly the size

of a standard longsword.

 Lightsaber (bastard)

 Has a longer hilt than the longsword and can easily be wielded in one or two hands.

 Lightsaber (double)

 Must be wielded in both hands. If attempting to wield in your main hand, you take a

-4 to hit and damage. If attempting to wield in off hand, you take a -8 to hit and

damage and have a 20% chance of hitting yourself when attacking.

 Any character not proficient with the Lightsaber has a 25% of hitting themselves with

each attack in addition to the normal penalties.

 A Lightsaber hilt may be built using the standard rules for craft (

Here

) DC 15

 This just makes the hilt. You still have to buy the gem and imbue it.

Lightsaber Cost Weight Type Special

Longsword 90 3 S or P Lightsaber’s damage and Crit

information is determined by the gem used inside of it

Bastard sword

150 5 S or P Lightsaber’s damage and Crit

information is determined by the gem used inside of it

Double Bladed

300 8 S or P Lightsaber’s damage and Crit

information is determined by the gem used inside of it

 A Lightsaber may be built out of Adamantine, Bronze, Cold iron, Elysian Bronze,

Fire-forged steel, Frost-Fire-forged steel, Gold, Living Steel or Mithral, with the normal price

adjustment.

 These materials do not affect the blade or the damage done in any way. The

materials just affect the hardness of the hilt

(14)

 A Lightsaber’s base damage is determined by the quality of gem in it. (no, double sided

need only one gem)

 To change a gem in a Lightsaber, a DC 16 craft check (with proper tools, this is reduced

to DC 12) is needed. If failed, the Lightsaber is flawed and deals the damage of a

one-step lower quality gem. In addition, any attack rolls of natural 1 switch the faulty saber

off for 1d3 rounds.

 Gems and what they do: Medium damage. For small or large lightsaber, go in

this

order.

 Low quality (10gp) 1d4+str, 20/x2

 Semi-precious (50gp) 1d6+str, 20/x2

 Medium quality (100gp) 1d8+str, 20/x3 - ignores the first 5 points of hardness

 High quality (500gp) 1d10+str, 19-20/x3 - bypass DR 2 , ignore the first 5 points of

hardness, treated as magic weapon for purposes of overcoming DR

 Jewel (1000gp) 2d6+str, 18-20/x3 - bypass DR 2, Ignores 10 points of hardness, treated

as magic, cold iron and silver for purposes of overcoming DR

 Grand jewel (5000gp) 4d4+str, 18-20/x4 - bypass DR 5, Ignores 10 points of hardness,

treated as magic, cold iron, silver and good or evil (depending on what your side of the

force was during the imbuing) for purposes of overcoming DR

 For a gem to be used, you must imbue a number of your force points into the gem. This

takes longer and more force points the stronger the gem.

 If a check is failed, ½ of the required force points are spent, rounded up, and may be

attempted again after 12 hours and an 8 hours rest. The gem is not destroyed, until the

3

rd

fail, in which the gem explodes, causing you 5d4 piercing damage.

Gem

Time (Concentration checks)

Force points spent

Low Quality

5 minutes (1, DC 7 in quiet)

4

Semi-Precious

20 minutes (2, DC 10 in quite)

14

Medium Quality

1 Hour (3, DC 12 in quiet)

29

High Quality

4 Hours (4, DC 15 in quiet)

47

Jewel

6 Hours (5, DC 18 in quiet)

71

Grand Jewel

12 Hours (6, DC 20 in quiet)

106

 (DM Optional - A Lightsaber’s color is determined by the color of the gem used in it,

otherwise, let the player choose)

 (DM/Author Notes-The number of force points were calculated roughly for levels 1, 3, 6,

9, 12, and 16, in that order, meaning that should be roughly when they can use that gem

in their Lightsaber. 1 Low quality gem should be given at character creation and ready to

use. Level 1 was calculated for the purposes of the player wanting to dual wield, have a

second Lightsaber, or something along those lines at first level. Of course, A Jedi of any

level could use any tier gem, as long as they get the gem/Lightsaber from a much

stronger Jedi who has already imbued)

(15)

 A jewel can be given enhancement bonus and special abilities

 The following armor materials have the following effects against a lightsaber.

 Adamantine

 Shorts out the lightsaber. Deals 1d3+str. The lightsaber turns off and cannot be

turned on again for 1d4+1 rounds

 Can get a special gem (or maybe just a grand jewel) to ignore the shorting out, in

which the lightsaber would deal damage normally against the subject. The wearer

still receives any DR due to armor. (Lightsaber does not bypass any DR from armor

made of adamantine nor does it ignore any hardness)

 Dragonhide

 A person wearing dragon hide adds only ½ of his armor bonus to his AC against a

lightsaber with a high quality or better gem or none at Grand jewel quality

 Mithral

 A person wearing Mithral adds only ½ of his armor bonus to his AC against a

lightsaber with a high quality or better gem or none at Grand jewel quality

 Steel/leather

 A person in normal steel/leather armor adds only ½ their armor bonus to his AC

against a lightsaber with a medium quality or better gem or none at Jewel quality.

 Natural armor (this one was tricky to figure out, so any opinions are welcome)

 Creatures with Natural Armor add only ½ their armor bonus to their AC against a

lightsaber with a High Quality or better gem.

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Jedi Powers

0-Level Jedi Powers

Power Name Alignment Cost Description

Breeze Neutral 1 Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target one creature or object Duration 1 hour (D)

Saving Throw Will negates (harmless); Spell Resistance yes Casting Time 1 standard action

You create a light wind that blows against the target, from a direction of your choice. The breeze grants the subject a +2 bonus on saves against very hot

conditions, severe heat, breath weapons, and saves against cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This power does not function without air or underwater.

Daze Neutral 1 Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels)

Target one humanoid creature of 4 HD or less Duration 1 round

Saving Throw Willnegates; Spell Resistance yes

This power clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this power, it is immune to the effects of this power for 1 minute. Detect Force Neutral 1 Casting Time 1 standard action

Range 60 ft.

Area cone-shaped emanation

Duration concentration, up to 1 min./level (D) Saving Throw none; Spell Resistance no

You detect Force auras. A Force aura is given off by any active or permanent power, or during the use of any Force feat. Characters who have levels in a Force class, the Force Sensitive trait, and creatures with the Force subtype possess psionic auras. The amount of information revealed by the manifestation of this power depends on how long you study a particular area or subject.

1st Round: Presence or absence of Force auras.

2nd Round: Number of different Force auras and the strength of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (Force) checks to determine the Alignment of each aura. (Make one check per aura; DC 15 + power level) If the aura emanates from a Force item, you can attempt to identify its properties (see Spellcraft).

Ghost Sound Neutral 1 Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Duration 1 round/level (D)

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Saving Throw Will disbelief; Spell Resistance no

Ghost sound allows you to create a volume of sound that rises, recedes,

approaches, or remains at a fixed place. You choose what type of sound ghost

sound creates when casting it and cannot thereafter change the sound's basic

character.

The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound power produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.

Ghost sound can enhance the effectiveness of a silent image power.

Hinder Dark 1 Casting Time 1 standard action Range: 30 ft.

Target: 1 living creature

Duration: 1 minute or until discharged; see text Saving Throw: none; Spell Resistance: yes

If you make a successful ranged touch attack against the target, it takes a -1 penalty on the next attack roll, saving throw, or skill check. You must choose which type of roll the penalty applies to at the time you use this power. If the target does not make that type of roll before the power ends, it has no effect.

Induce Pain Dark 2 Casting Time: 1 standard action Range: 30 ft.

Target: 1 living creature Duration: instantaneous

Saving Throw: none; Spell Resistance: yes

You attempt to cause a creature to feel pain. If you make a successful ranged touch attack at the target, it takes 1d3 points of damage.

Know Direction

Neutral 1 Casting Time 1 standard action Range personal

Target you

Duration instantaneous

When you cast this power, you instantly know the direction of north from your current position. The power is effective in any environment in which "north" exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction.

Mage Hand Neutral 1 Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels)

Target one non-magical, unattended object weighing up to 5 lbs. Duration concentration

Saving Throw none; Spell Resistance no

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the power ends if the distance between you and the object ever exceeds the power's range.

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Missive Neutral 1 Casting Time 1 standard action Range Close (25 ft. + 5 ft./2 levels)

Target One creature Effect Mental message delivered to subject Duration Instantaneous

Saving Throw None; Spell Resistance Yes

You send a telepathic message of up to ten words to any living creature within range. Missive is strictly a one-way exchange from you to the subject. If you do not share a common language, the subject “hears” meaningless mental syllables. Natural

Healing

Light 2 Casting Time 1 standard action Range Personal

Target You

Duration Instantaneous

You rapidly accelerate your natural healing ability. You heal 3 hit points of damage. Open/Close Neutral 1 Casting Time 1 standard action

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

Target object weighing up to 30 lbs. or portal that can be opened or closed Duration instantaneous

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

You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the power fails. In addition, the power can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this power's ability to affect.

Precognition, Defensive

Neutral 2 Casting Time 1 standard action; Range Personal

Target You

Duration 1 min./level (D)

Your awareness extends a fraction of a second into the future, allowing you to better evade an opponent’s blows. You gain a +1 insight bonus to AC and on all saving throws. If caught in a situation where your Dexterity bonus isn’t applied to your Armor Class, this bonus to AC and saving throws does not apply.

Precognition, Offensive

Neutral 2 Casting Time 1 standard action Range Personal

Target You

Duration 1 min./level (D)

Your awareness extends a fraction of a second into the future, allowing you to better land blows against your opponent. You gain a +1 insight bonus on your attack rolls.

Prescience, Offensive

Neutral 2 Casting Time 1 standard action Range Personal

Target You

Duration 1 min./level (D)

Your awareness extends a fraction of a second into the future, allowing you to better aim blows against your opponent. You gain a +2 insight bonus on your damage rolls.

Sense Poison Light 1 Casting Time: 1 standard action Range: close (25 ft. + 5 ft./2 levels)

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Duration: instantaneous

Saving Throw: None; Spell Resistance: No

You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Sicken Body Dark 2 Casting Time: 1 standard action Range: 30 ft.

Target: 1 living creature Duration: 1 round

Saving Throw: Will negates; Spell Resistance: yes

You cause the target to be sickened until the start of your next turn unless the creature makes a successful Will save.

Spark Neutral 1 Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one Fine object

Duration instantaneous

Saving Throw Fortitude negates (object); Spell Resistance yes (object)

You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.

Telempathic Projection

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

Duration 1 min./level

Saving Throw Will negates; Spell Resistance Yes

You alter the subject’s mood, adjusting its attitude toward you by one step in a positive direction. For instance, an unfriendly creature can be made indifferent, or a hostile creature unfriendly. You can grant a +4 bonus on your own (or

others’) Bluff, Diplomacy, Intimidate, Perform, or Sense Motive checks involving the affected creature.

1st-Level Jedi Powers

Power Name Alignment Cost Description

Alter Winds Neutral 1 Casting Time 1 minute Range touch

Area immobile 10-ft.-radius emanation Duration 1 hour/level

Saving Throw Will negates; Spell Resistance yes

You subtly enhance or diminish the effects of natural winds within the power's area, which is an immobile emanation around a point touched by you as the power is cast. Within the area, natural (but not magical) wind effects are either increased or decreased by one step in intensity. The maximum wind force you can affect with this power is based on your caster level, as shown on the table

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below. Alter winds has no effect on magical wind effects. Caster Level Wind Force

1st-3rd Light 4th-9th Moderate 10th-15th Strong 16th or higher Severe Broker Light 2 Casting Time One swift action

Range Personal Target You

Duration One Diplomacy check within 1 round/level

You gain temporary, intuitive insight into dealing equitably with others. Your next Diplomacy check gains a +2 insight bonus.

Burning Hands

Neutral 2 Casting Time 1 standard action Range 15 ft.

Area cone-shaped burst Duration instantaneous

Saving Throw Reflex half; Spell Resistance yes

Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4).

Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Catfall Neutral 2 Casting Time 1 immediate action Range Personal

Target You

Duration Until landing or 1 round/ level

You recover instantly from a fall and can absorb some damage from falling. You land on your feet no matter how far you fall, and you take damage as if the fall were 50 feet shorter than it actually is. This power affects you and anything you carry or hold (up to your maximum load). You can manifest this power with an instant thought, quickly enough to gain the benefit of the power while you fall. You can manifest this power even when it isn’t your turn.

Cause Fear Dark 3 Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels)

Target one living creature with 5 or fewer HD Duration 1d4 rounds or 1 round; see text Saving Throw Will partial; Spell Resistance yes

The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this

effect. Cause fear counters and dispels remove fear. Charm

Person

Light 1 Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target one humanoid creature Duration 1 hour/level

Saving Throw Will negates; Spell Resistance yes

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being

threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

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The power does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed

Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the power. You must speak the person's language to communicate your

commands, or else be good at pantomiming. Conceal

Thoughts

Neutral 1 Casting Time 1 standard action Range Close (25 ft. + 5 ft./2 levels) Target One willing creature Duration 1 hour/level

Saving Throw Will negates (harmless); Spell Resistance Yes (harmless) You protect the subject’s thoughts from analysis. While the duration lasts, the subject gains a +10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive. It also gains a +4 bonus on its saving throw against any power or spell used to read its mind (such as read

thoughts or mind probe).

Control Flames

Neutral 2 Casting Time 1 standard action

Range Medium (100 ft. + 10 ft./level) Area One non-magical fire source; see text Duration Concentration, up to 1 min./level

Saving Throw See text; Spell Resistance No

You pyrokinetically control the intensity or movements of one fire source. A non-magical fire source can be controlled if it is equal to or smaller than the

maximum size of fire you can control according to your Caster level, as noted on the accompanying table. You can freely switch control between fire sources, or change the nature of your control, while you maintain concentration, but only one specified change (keeping a fire burning, animating it, or altering its size) can be made to one fire source in a round. When your control over a fire source lapses, that fire immediately returns to its original state (or goes out if it has no fuel or has been moved away from its original location). With this power, you can artificially keep a fire burning that would normally expire for lack of fuel; even dousing a controlled flame with water does not put it out (though

completely submerging the flame would). Normally, a creature at risk of catching on fire can avoid this fate by making a DC 15 Reflex saving throw, with success indicating that the fire has gone out. If the fire is one that has been kept burning by the use of control flames, then the DC of the Reflex save needed to put out the flames increases to 25.

This power also enables you to make a fire move as if it were a living creature. You can animate only a naturally burning fire; if you attempt to animate one that has been increased or decreased in size by your augmentation of this power, the fire immediately returns to its original size. An animated fire moves at a speed of 30 feet. A fire that moves away from its fuel or its original location dies as soon as your control over it lapses.

Jedi Level Fire Size Example Maximum Damage per Round

Space

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3rd-4th Diminutive Torch 1d3 1 foot square 5th-6th Tiny Small campfire 1d6 1 foot square 7th-8th Small Large campfire 2d6 1 foot square

9th-10th Medium Forge 3d6 1 foot square

11th-12th Large Bonfire 4d6 2-by-2-foot

square 13th-14th Huge Burning shack 5d6 3-by-3-foot

square 15th-16th Gargantuan Burning tavern 6d6 4-by-4-foot square 17th or higher

Colossal Burning inn 7d6 5-by-5-foot square An animated fire can enter any square, even if a creature already occupies it. If an animated fire enters a square occupied by a creature, that creature can make a Reflex save to get out of the way (DC 11 + the number of dice of damage the fire does + your key ability modifier). A successful Reflex save moves the creature to the nearest unoccupied square. The flames deal the indicated damage to any creature that is either on fire or surrounded by the flames (in the fire’s space); see the accompanying table). At the start of your turn, the

animated fire deals damage to any creature in its space, and the creature catches on fire unless it makes a Reflex save (DC as noted above). A victim on fire takes 1d6 points of damage each round. Additional rounds in the same space as the animated fire occupies mean additional chances of ignition. The damage from multiple normal fires stacks, but the victim gets a saving throw each round to negate each fire. It is possible to switch control from the animated fire (causing it to disappear) to intensify flames that are already burning (thus denying the foe Reflex saves after the first).

Cure light wounds

Light 3 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 1d8 points of damage +1 point per caster level (maximum +5). This cannot harm undead, as it is not holy magic or positive energy.

Deceleration Dark 2 Casting Time 1 standard action Range Close (25 ft. + 5 ft./level)

Target One Medium or smaller creature Duration 1 min./level

Saving Throw Reflex negates; Spell Resistance Yes

You warp space around an individual, hindering the subject’s ability to move. The subject’s speed (in any movement mode it possesses) is halved. A subsequent manifestation of deceleration on the subject does not further decrease its speed.

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Demoralize Neutral 1 Casting Time 1 standard action Range 30 ft.

Area 30-ft.-radius spread centered on you Duration 1 min./level

Saving Throw Will negates; Spell Resistance Yes

You fill your enemies with self-doubt. Any enemy in the area that fails its save becomes shaken for the duration of the power. Allies and creatures without an Intelligence score are unaffected.

Distract Neutral 1 Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target one creature

Duration concentration, up to 1 min./level (D) Saving Throw Will negates; Spell Resistance Yes

You cause your subject’s mind to wander, distracting her. Subjects under the effect of distract make all Perception and Sense Motive checks at a –4 penalty. Doom Dark 3 Casting Time 1 standard action

Range medium (100 ft. + 10 ft./level) Target one living creature

Duration 1 min./level

Saving Throw Will negates; Spell Resistance yes

This power fills a single subject with a feeling of horrible dread that causes it to become shaken.

Empty Mind Light 1 Casting Time 1 immediate action Range Personal

Target You Duration 1 round

You empty your mind of all transitory and distracting thoughts, improving your self-control. You gain a +2 bonus on all Will saves until your next action. Energy Ray Neutral 1 Casting Time 1 standard action

Range Close (25 ft. + 5 ft./2 levels) Effect Ray

Duration Instantaneous

Saving Throw None; Spell Resistance Yes

You create a ray of energy of your active energy type (cold, electricity, fire, or sonic) that shoots forth from your fingertip and strikes a target within range, dealing 1d6 points of damage, if you succeed on a ranged touch attack with the ray.

Cold A ray of this energy type deals +1 point of damage per die.

Electricity Creating a ray of this energy type provides a +3 bonus on your attack roll if the target is wearing metal armor and a +2 bonus on Caster level checks for the purpose of overcoming Spell Resistance.

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

Excavation

Neutral 2 Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Area dirt in a 5-ft. cube

Duration instantaneous

Saving Throw see text; Spell Resistance no

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If you are buried, you may open a 5-foot cube around yourself, but the power cannot be used for tunneling.

Besides its mundane applications, you can open a 5-foot-deep pit at a creature's feet. A Medium or smaller creature falls prone in the pit unless it succeeds on a Reflex save. With a successful save, it can choose to land harmlessly on its feet in the pit or hop to an adjacent square; this movement does not provoke attacks of opportunity. A creature can escape a 5-foot-deep pit with a DC 5 Climb check. Larger creatures may ignore pits smaller than their size.

The earth excavated by this power is ordinarily distributed harmlessly across the power's range, but you may choose to throw up a burst of grit and debris when you dig a pit. This cloud of debris provides concealment to any creatures in the square affected and all adjacent squares for 1 round. Expeditious excavation has no effect on solid rock or earth creatures.

Expeditious Retreat

Neutral 1 Casting Time 1 standard action Range personal

Target you

Duration 1 min./level (D)

This power increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this power affects your jumping distance (see the Acrobatics skill).

Far Hand Neutral 1 Casting Time 1 standard action Range Close (25 ft. + 5 ft./2 levels)

Target A non-magical, unattended object weighing up to 5 lb. Duration Concentration, up to 1 min.

Saving Throw None; Spell Resistance No

You can mentally lift and move an object at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the power ends if the distance between you and the object exceeds the power’s range.

Force Screen Light 2 Casting Time 1 standard action Range Personal

Target You

Duration 1 min./level (D)

You create an invisible mobile disk of force that hovers in front of you. The force screen provides a +4 shield bonus to Armor Class (which applies against

incorporeal touch attacks, since the force screen is a force effect). Since it hovers in front of you, the effect has no armor check penalty associated with it.

Fortify Neutral 1 Casting Time One standard action Range Personal

Target You

Duration One minute/level

You imbue yourself with psionic energy that protects you from harm, granting yourself a +2 resistance bonus on saves.

Hammer Neutral 2 Casting Time 1 standard action

Range Touch Targets Creature or creatures touched (see text) Duration Instantaneous

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This power charges your touch with the force of a sledgehammer. Your

melee touch attack deals 1d8 points of damage. This damage is not increased or decreased by your Strength modifier.

Inertial Armor

Light 2 Casting Time 1 standard action Range Personal

Target You

Duration 1 hour/level (D)

Your mind generates a tangible field of force that provides a +4 armor bonus to Armor Class. Unlike mundane armor, inertial armor entails no armor check penalty or speed reduction. Because inertial armor is composed of psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor. Your inertial armor can be invisible or can appear as a colored glow, at your option. The armor bonus provided by inertial armor does not stack with the armor bonus provided by regular armor.

Inflict Light Wounds

Dark 2 Casting Time 1 standard action Range touch

Target creature touched Duration instantaneous

Saving Throw Will half; Spell Resistance yes

When laying your hand upon a creature, you channel the force to tear open wounds. Deals 1d8 points of damage + 1 point per caster level (maximum +5). This cannot heal undead, as it is not unholy magic or negative energy. Know

Direction and Location

Neutral 1 Casting Time 1 minute Range Personal Target You

Duration Instantaneous

You generally know where you are. This power is useful to characters that end up at unfamiliar destinations after teleporting, using a gate, or traveling to or from other planes of existence. The power reveals general information about your location as a feeling or presentiment. The information is usually no more detailed than a summary that locates you according to a prominent local or regional site. Using this power also tells you what direction you are facing. Litany of

Weakness

Dark 2 Casting Time 1 swift action Range close (25 ft. + 5 ft./2 levels) Target one creature

Duration 1 round

Saving Throw no; Spell Resistance yes

Your litany proclaims your target weak, sapping its strength. The target is fatigued for 1 round. While subject to this power, the target cannot be the target of another power that has the word "litany" in the title.

Jump Neutral 1 Casting Time 1 standard action Range touch

Target creature touched Duration 1 min./level (D)

Saving Throw Will negates (harmless); Spell Resistance yes

The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.

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Mind Thrust Dark 4 Casting Time 1 standard action Range Close (25 ft. + 5 ft./2 levels) Target One creature

Duration Instantaneous

Saving Throw Will negates; Spell Resistance Yes

You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage to it.

Murderous Command

Dark 4 Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target one living creature Duration 1 round

Saving Throw Will negates; Spell Resistance yes

You give the target a mental urge to kill its nearest ally, which it obeys to the best of its ability. The target attacks its nearest ally on its next turn with a melee weapon or natural weapon. If necessary, it moves to or charges to the nearest ally in order to make this attack. If it is unable to reach its closest ally on its next turn, the target uses its turn to get as close as possible to the ally.

Obscuring Mist

Dark 2 Casting Time 1 standard action Range 20 ft.

Effect cloud spreads in 20-ft. radius from you, 20 ft. high Duration 1 min./level (D)

Saving Throw none; Spell Resistance no

A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total

concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A

fireball, flame strike, or similar spell burns away the fog in the explosive or fiery

spell's area. A wall of fire burns away the fog in the area into which it deals damage.

This power does not function underwater. Returning

Weapon

Neutral 2 Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target one weapon that can be thrown Duration 1 minute/level

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

For the duration of the power, the target weapon acts as if it had the

returning weapon special ability.

Sanctuary Light 2 Casting Time 1 standard action Range touch

Target creature touched Duration 1 round/level

Saving Throw Will negates; Spell Resistance no

Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the

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opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the power. Those not attempting to attack the subject remain unaffected. This power does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the power but may use non-attack powers or otherwise act.

Shocking Grasp

Dark 2 Casting Time 1 standard action Range touch

Target creature or object touched Duration instantaneous

Saving Throw none; Spell Resistance yes

Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).

Silent Image Neutral 1 Casting Time 1 standard action Range long (400 ft. + 40 ft./level)

Effect visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)

Duration concentration

Saving Throw Will disbelief (if interacted with); Spell Resistance no This power creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or

temperature. You can move the image within the limits of the size of the effect. True Strike Light 2 Casting Time 1 standard action

Range personal Target you Duration see text

You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

Unbreakable Heart

Light 1 Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Effect 1 creature

Duration 1 round/level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless) The target creature gains a +4 morale bonus on saving throws against mind-affecting effects that rely on negative emotions (such as crushing despair, rage, or fear effects) or that would force him to harm an ally (such as confusion). If the target is already under such an effect when receiving this power, that effect is suppressed for the duration of this power. It does not affect mind-affecting effects based on positive emotions (such as good hope or the inspire courage bard ability). A creature can still be charmed or otherwise magically controlled while under this power’s effects, but if such a creature ever receives a new saving throw against that effect as a result of being ordered to attempt to harm or otherwise oppose a true ally, he can roll that saving throw twice and take the better result as his actual roll.

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2nd-Level Jedi Powers

Power

Name Alignment Cost Description Animal

Affinity

Neutral 2 Casting Time 1 standard action Range Personal

Target You

Duration 1 min./level

You forge a psychometabolic affinity with an idealized animal form, thereby boosting one of your ability scores (choose Strength, Dexterity,

Constitution, Intelligence, Wisdom, or Charisma). The power grants a +4enhancement bonus to the ability score you choose, adding the usual benefits provided by a high ability bonus. Because you are emulating the idealized form of an animal, you also take on minor aspects of the animal you choose. If you choose to increase the ability you use to manifest powers, you do not gain the benefit of an increased ability score long enough to gain any bonus power points for a high ability score, but the save DCs of your powers increase for the duration of this power.

Bear’s Endurance

Neutral 2 Casting Time 1 standard action Range touch

Target creature touched Duration 1 min./level

Saving Throw Will negates (harmless); Spell Resistance yes

The affected creature gains greater vitality and stamina. The power grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.

Blur Neutral 2 Casting Time 1 standard action Range touch

Target creature touched Duration 1 min./level (D)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless) The subject's outline appears blurred, shifting, and wavering. This distortion grants the subject concealment (20% miss chance).

A see invisibility spell does not counteract the blur effect, but a true seeing spell does.

Opponents that cannot see the subject ignore the power's effect (though fighting an unseen opponent carries penalties of its own).

Body Adjustment

Light 3 Casting Time 1 round Range Personal Target You

Duration Instantaneous

You take control of your body’s healing process, curing yourself of 1d12 points of damage. As usual, when regular damage is healed, an equal amount

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of nonlethal damage is also healed. Brow

Gasher

Dark 3 Casting Time 1 standard action Range touch

Area one slashing melee weapon touched Duration 1 round/level or until discharged

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

You imbue a slashing melee weapon with the ability to deal a gruesome head wound. When the target weapon hits a living creature, in addition to the normal effects of that hit, the wielder can discharge this power as a free action to open a gash on the target’s forehead that deals bleed damage equal to half

your caster level. At the start of each of the target’s turns, when it takes bleed damage, it also takes a cumulative –1 penalty on all attack rolls. When that penalty reaches –3, the target also treats all targets as having

concealment (20% miss chance). When the penalty reaches –5, the target is blinded. Stopping the bleed damage ends the effects this power imposes on the bleeding creature. A target that is immune to bleed damage is also immune to all this power’s effects

Bull’s Strength

Neutral 2 Casting Time 1 standard action Range touch

Target creature touched Duration 1 min./level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless) The subject becomes stronger. The power grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.

Burning Gaze

Dark 5 Casting Time 1 standard action Range personal

Targets you

Duration 1 round/level

Saving Throw Fortitude negates (see text); Spell Resistance yes

Your eyes burn like hot coals, allowing you to set objects or foes alight with a glance.

As a standard action as long as this power's effects persist, you may direct your

burning gaze against a single creature or object within 30 feet of your location.

Targeted creatures must succeed at a Fortitude save or take 1d6 points of fire damage. Unattended objects do not get a save. Creatures damaged by the power must make a Reflex save or catch fire.

Each round, burning creatures may attempt a Reflex save to quench the flames; failure results in another 1d6 points of fire damage. Flammable items worn by a creature must also save or take the same damage as the creature. If a creature or object is already on fire, it suffers no additional effects from burning gaze. Note that this power does not grant an actual gaze attack- foes and allies are not in danger of catching on fire simply by meeting your gaze.

Cat’s Grace Neutral 2 Casting Time 1 standard action Range touch

Target creature touched Duration 1 min./level

References

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