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The_Admiral
2010-08-13, 12:38 AM
Long story short i found this http://www.dandwiki.com/wiki/Force_Sensitive_%283.5e_Class%29 class and asked around
some people said if i wanted to use it i had to redo it so here it is

The Force is what gives a Jedi his power. It's an energy field created by all living things. It surrounds us and penetrates us. It binds the galaxy together.
Obi Wan Kenobi:Force Sensitive
Hit Die:D8
Skill Points:
at first level 4+intx4
At each level after 4+int
Class Skills:
Balance,Bluff,Climb,Concentration,Diplomacy,Heal,J ump,Knowledge(the
force),Knowledge(local), Knowledge(geography),Listen,Sense
Motive,Spot,Tumble
Force Sensitive
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+2|Manipulate Force ,Sustained Telekinesis,Lightning Reflexes

2nd|
+1|
+0|
+3|
+3|

3rd|
+2|
+1|
+3|
+3|Bonus Feat

4th|
+3|
+1|
+4|
+4|

5th|
+3|
+1|
+4|
+4|

6th|
+4|
+2|
+5|
+5|

7th|
+5|
+2|
+5|
+5|Bonus Feat

8th|
+6/+1|
+2|
+6|
+6|

9th|
+6/+1|
+3|
+6|
+6|

10th|
+7/+2|
+3|
+7|
+7|2/day force recharge

11th|
+8/+3|
+3|
+7|
+7|Bonus Feat

12th|
+9/+4|
+4|
+8|
+8|

13th|
+9/+4|
+4|
+8|
+8|

14th|
+10/+5|
+4|
+9|
+9|

15th|
+11/+6/+1|
+5|
+9|
+9|Bonus Feat

16th|
+12/+7/+2|
+5|
+10|
+10|

17th|
+12/+7/+2|
+5|
+10|
+10|

18th|
+13/+8/+3|
+6|
+11|
+11|

19th|
+14/+9/+4|
+6|
+11|
+11|Bonus Feat

20th|
+15/+10/+5|
+7|
+12|
+12|3/day force recharge[/table]

Weapon Proficiencies:all simple weapons and 2 martial weapons

Armour Proficiencies:all light armours


Bonus Feat:Take from Fighter bonus feat list

Lightning Reflexes:Gives feat lightning reflexes if already have pick another feat that you qualify for.

Manipulate Force:Make a check with base DC based of spell level
{table=head] Spell Level|Base DC


0st|
8

1st|
10

2st|
13

3st|
15

4st|
18

5st|
20

6st|
23

7st|
25

8st|
28

9st|
30[/table]

If the spell level x2-1-Force Sensitive level=0 or less there is no change
if it is more multiply the result by 2 then add it to the DC
You gain a +1 modifier to the DC every time you cast a spell
Those modifiers dissipate after 8 hours rest of using Force Recharge
For spells not on the spell list the entire DC Quadruples
Wisdom is a modifier

Telekinesis:
Positives:It can lift things the DC increases by 1 every 50 pounds with a base DC of 15 lifted it takes wisdom as a modifier it can move an object 15 feet a round can be used for bull rush, disarm, grapple (including pin), or trip except the do not provoke an AoO the DC for these action is (15+enemy str mod),gets a bonus according to this table
{table=head] Level|Exsisting Bonus

1st|
+0

2st|
+1

3st|
+1

4st|
+2

5st|
+2

6st|
+3

7st|
+3

8st|
+4

9st|
+4

10st|
+5

11st|
+5

12st|
+6

13st|
+6

14st|
+7

15st|
+7

16st|
+8

17st|
+8

18st|
+9

19st|
+9

20st|
+10[/table]
and finally has a range of as far as the eye can see(no scry's do not count)
Negatives:
1)Every time you fail a check you cannot use force manipulation for 1d4 turns+1d4 per+2 over 15 numbers like 16 get rounded up.
2)Every 1 minute you maintain the ability you have to make a force use check with a +1 DC for example Kishen wants to hold up a 50 pound rock up for 1 minute he has to make a DC 16 check initially to hold it up after 1 minute he has to make a DC 17 check and so on.

Force Recharge:
All +1 modifiers for casting spells get wiped out

Spell List

0:
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Guidance: +1 on one attack roll, saving throw, or skill check.
Daze: Humanoid creature of 4 HD or less loses next action.
Ghost Sound: Figment sounds.
Mage Hand: 5-pound telekinesis.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Detect Poison: Detects poison in one creature or object.
Know Direction: You discern north.
Resistance: Subject gains +1 bonus on saving throws.
Virtue: Subject gains 1 temporary hp.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Restore Plant

1:
Command: One subject obeys selected command for 1 round.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance. (okay technically this was their lightsabers but still).
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
True Strike: +20 on your next attack roll. (the Force is with you... always)
Ventriloquism: Throws voice for 1 min./level.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Jump checks.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Mage Armor: Gives subject +4 armor bonus.
Charm Person: Makes one person your friend.
Hypnotism: Fascinates 2d4 HD of creatures.
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.

2:
Augury M F: Learns whether an action will be good or bad.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Delay Poison: Stops poison from harming subject for 1 hour/level.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or
slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. (Vader absorbs a blaster)
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Status: Monitors condition, position of allies.
Protection from Arrows: Subject immune to most ranged attacks.
Detect Thoughts: Allows “listening” to surface thoughts.
Locate Object: Senses direction toward object (specific or type).
See Invisibility: Reveals invisible creatures or objects.
Daze Monster: Living creature of 6 HD or less loses next action.
Misdirection: Misleads divinations for one creature or object.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Fox’s Cunning: Subject gains +4 Int for 1 min./level.
Levitate: Subject moves up and down at your direction.

3:
Arcane Sight
Blink
Darkvision
Displacement
Discern Lies
Fear
Haste
Hold Person
Lightning Bolt
Plant Growth:Enrichment
Rage(Beware of the darkside young skywalker)
Suggestion(you do not want to sell me any death sticks)
Cure Serious Wounds
Inflict Serious Wounds
Remove Disease
Nondetection
Protection from Energy
Heroism
Clairaudience/Clairvoyance
Dispel Magic
Fly

4:
Confusion
Crushing Despair
Divination
Divine Power
Cure Critical Wounds
Inflict Critical Wounds
Neutralize Poison
Restoration
Break Enchantment
Charm Monster
Freedom Of Movement
Sending

5:
Greater Command
Mass Cure Light Wounds
Mass Inflict Light Wounds
Scrying (what to do about foci and expensive material components though?)
Overland Flight (force witches of Dathomir)
Rary's Telepathic Bond
Hold Monster
Telekinesis
False Vision
Dream

6:
True Seeing (at the same level as wizards)
Legend Lore
Greater Heroism
Mass Suggestion
Mass Bear's Endurance/Bull's Strength/Cat's Grace/Fox's Cunning/Owl's Wisdom/Eagle's Splendor
Tenser's Transformation
Mass Cure Moderate Wounds
Find the Path
Mass Inflict Moderate Wounds
Chain Lightning

7:

Heal
Harm (same level as Druid; can still be accessed early DC is 31 so as soon as you have a Periapt of Wisdom +4 and either +2 racial bonus to Wisdom or Lv 8).
Mass Cure Serious Wounds
Mass Inflict Serious Wounds
Greater Restoration
Greater Scrying
Control Weather
Greater Arcane Sight
Mass Hold Person

8:
Mind Blank
Protection from Spells
Discern Location
Moment of Prescience
Mass Charm Monster
Mass Cure Critical Wounds
Mass Inflict Critical Wounds
Whirlwind

9:
Mass Heal (and early casting this can be awesome if you don't have other ways to fully heal out of combat)
Energy Drain
Mass Hold Monster
Foresight
Time Stop

Aran Banks
2010-08-13, 12:57 AM
What is the class's objective? Right now it looks like a one-level dip for 2 good saves and free lightning reflexes. After that, it's basically a string of control boosts...

Is this a melee class? A "blast it with magic" class?

This (http://www.tgdmb.com/viewtopic.php?t=51115) is a class around Tier 2 that uses force blasts, and the Star Wars version of The Force. It seems to be what the D&D Wiki class was originally made for, but only goes to level 15 and could use to be toned down a little. This would be an easier task than rewriting an entire class, if you'd like to take on the project... or you could take this (http://tgdmb.com/viewtopic.php?t=48793&postdays=0&postorder=asc&start=0) 12-level class, though it has less flavor.

Just a suggestion.

The_Admiral
2010-08-13, 01:25 AM
What is a control boost?

Aran Banks
2010-08-13, 01:26 AM
"manipulate force check".

It's just easier to simplify the vocabulary... soooo what IS the goal of this class?

The_Admiral
2010-08-13, 01:33 AM
To be a jack of all trades
by that i mean able to blast and melee

The_Admiral
2010-08-13, 09:49 AM
Can someone help me word this
Force manipulation you have to make a check for lack of a better term lets call it a force manipulation check.It has a base of 15 it is based of wisdom and it has 4 effects
Positives
1)It can lift things the DC increases by 1 every 50 pounds lifted
2)It can mimic any spells from level 0>9 the DC increases according to this table

{table=head]spell Level|DC bonus

0|
+2

1|
+4

2|
+6

3|
+8

4|
+10

5|
+12

6|
+14

7|
+16

8|
+18

9|
+20[/table]

but this table is for force spells only.For none force spells the DC doubles
Negatives
1)Every time you fail a check you cannot use force manipulation for 1d4 turns+1d4 per+2 over 15
2)Every time you make a successful check flip a coin if tails you take a -1 cumulative integer this integer increases by 1 for every time it is 2 more than 15.The negative modifier will go away after 8 hours of rest

Aran Banks
2010-08-13, 01:51 PM
Well, first thing is that you should separate those abilities into two different things. One should be the sustained force verssion of telekinesis at-will, and the other one....

man, the other one... you've got to change that. Saying that this class can cast any spell 1 through 9 with only a certain control check is pretty wild. If you can cast lvl 1 spells reliably, the DC increase is only 16... which means lvl 9 spells could very well be in the RNG rage for a level 1 caster. If you're going for "chance to cast any spell evar", I recommend using the Wild Mage (http://www.giantitp.com/forums/showthread.php?t=151808) and switching out standard class abilities for telekinesis abilities. That should satisfy your desires nicely.

The_Admiral
2010-08-13, 09:20 PM
is a dc of 19 okay for level 1 spells?

Zaydos
2010-08-13, 10:04 PM
Important stuff is in blue, the rest is mostly just speculation till I know the answer to what's in blue and assume a worst-case scenario (which I don't honestly expect).

Is manipulate force a skill or something like class level + wisdom or 1/2 class level + wisdom - 1? That makes a big difference in what DCs are okay.

I'd say very definitely avoid making it skill checks as those are far too easily increased. (even now with their +9 at Lv 20 if it is a skill they could assuming 30 Wis get out a Lv 9 spell on a -10 with skill focus) I'm assuming it is actually based off of wisdom and 1/2 class level -1 like the table would indicate giving a +19 at Lv 20 assuming 30 Wis. Which means a 16 would be needed for a Lv 9 spell and after 9 or 10 uses of your power you could probably no longer use 9th level spells at all and your chances of failing with them are so bad the only ones you'd use are long duration buffs.

Also what is a force spell and what is not? Is it simply up to the DM to say "this seems to fit the Force from Star Wars"? Because depending upon 1) the DM's knowledge of the EU and 2) how much of the stuff from the EU the DM throws out (personally I call discontinuity on the New Jedi Order in its entirely) that would make a large difference.

Can't really say more till I know the answers. It looks like it could be interesting, though. Also look up on the Truenamer to know what not to do with check based casting (although the Truenamer also suffered from a highly gimped spell selection).

The_Admiral
2010-08-13, 10:14 PM
Important stuff is in blue, the rest is mostly just speculation till I know the answer to what's in blue and assume a worst-case scenario (which I don't honestly expect).

Is manipulate force a skill or something like class level + wisdom or 1/2 class level + wisdom - 1? That makes a big difference in what DCs are okay.

I'd say very definitely avoid making it skill checks as those are far too easily increased. (even now with their +9 at Lv 20 if it is a skill they could assuming 30 Wis get out a Lv 9 spell on a -10 with skill focus) I'm assuming it is actually based off of wisdom and 1/2 class level -1 like the table would indicate giving a +19 at Lv 20 assuming 30 Wis. Which means a 16 would be needed for a Lv 9 spell and after 9 or 10 uses of your power you could probably no longer use 9th level spells at all and your chances of failing with them are so bad the only ones you'd use are long duration buffs.

Also what is a force spell and what is not? Is it simply up to the DM to say "this seems to fit the Force from Star Wars"? Because depending upon 1) the DM's knowledge of the EU and 2) how much of the stuff from the EU the DM throws out (personally I call discontinuity on the New Jedi Order in its entirely) that would make a large difference.

Can't really say more till I know the answers. It looks like it could be interesting, though. Also look up on the Truenamer to know what not to do with check based casting (although the Truenamer also suffered from a highly gimped spell selection).

1)It is just a check that takes wisdom as a modifier.
2)Can someone help me balance the check then
3)Spells with the force descriptor but now i am having second thoughts

Zaydos
2010-08-13, 10:39 PM
1)It is just a check that takes wisdom as a modifier.

Okay, that's what I thought most likely, but had to double check.


2)Can someone help me balance the check then

Not sure if I'm the best person to do it, but I'm willing to try. Really though what is balanced depends upon:


3)Spells with the force descriptor but now i am having second thoughts

This should have occurred to me... I'd say give them a spell-list of things that are thematically appropriate to Jedi still, though. Jedi didn't really use D&D force effects, actually in a lot of ways they're more similar to D&D psionics (hmm... I wonder why). Ones I think of when I think Jedi are: Suggestion, Charm Person/Charm Monster, Telekinesis, Foresight, Divination, and Lightning Bolt (okay that one is Sith). Jedi really had a mix of Enchantment, Divination, Conjuration (Healing) and some Transmutation (Bull's Strength, Cat's Grace, etc, and Telekinesis). As Force Sensitives they should be able to tap into both Light and Darkside powers so throw in some Lightning Bolts and Evocation.

What you decide to have be a "force" spell or not will make a large difference in overall power; also is the


For none force spells the DC doubles

As written that would mean the entire DC is doubled (to 34 for 0-level spells), I'm guessing the intent was the DC increase is doubled (to 19 for 0-level, and 23 for 1st, etc) which makes a huge difference in potential for abuse.

Other thoughts: Needs MOAR lightsabers, and maybe Wis to AC when unarmored due to the foresight granted by the Force (maybe make it a Su ability). Not sure on balance of these but they're my thoughts as a Star Wars fan boy.

The_Admiral
2010-08-13, 10:46 PM
Thanks i will give them a spell list
*stares at list**stares at length of movies*eer how about you do it
Which one is more balanced
a)Doubling the entire DC
b)Doubling the bonus only

Zaydos
2010-08-13, 10:56 PM
Depends upon spell-list. The thing is spontaneous casting from every class's spell list is incredibly power. Even if limited to low level spells that is still really good as there is usually a low level spell on some spell list that can circumvent any given problem. Doubling the entire DC is pretty much saying: Only a master can do anything not on the list. Doubling the DC increase though leads to "I can do anything, I am a GOD!!!" Really I'm not sure if spontaneous casting from every class's list can be balanced without spells known or something, but I'm not the best balance person in the Playground by far so maybe someone with more experience can give a more concrete opinion (the only chapter in the PHB I don't generally know every detail of is the spells; oh and special combat maneuvers my PCs never used them).

The_Admiral
2010-08-13, 11:06 PM
Depends upon spell-list. The thing is spontaneous casting from every class's spell list is incredibly power. Even if limited to low level spells that is still really good as there is usually a low level spell on some spell list that can circumvent any given problem. Doubling the entire DC is pretty much saying: Only a master can do anything not on the list. Doubling the DC increase though leads to "I can do anything, I am a GOD!!!" Really I'm not sure if spontaneous casting from every class's list can be balanced without spells known or something, but I'm not the best balance person in the Playground by far so maybe someone with more experience can give a more concrete opinion (the only chapter in the PHB I don't generally know every detail of is the spells; oh and special combat maneuvers my PCs never used them).

option a then
Can Someone Help Make a Spell List?

Zaydos
2010-08-13, 11:25 PM
I used to have an alternate spell-list for paladins to use as "Jedi" I can see if it is on this computer, but I think it is on my (currently non-functional) laptop.

Edit: Couldn't find the list on this computer. Sorry.

Force
2010-08-13, 11:31 PM
Try going through the Force powers list on Wookieepedia (http://starwars.wikia.com/wiki/Force_powers) for a good list of Force "spells" that Jedi use in the books/movies/whatever.

Zaydos
2010-08-14, 12:17 AM
Okay just going from memory of the films and some of the books and spells from the PHB:

Lv 0:
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Guidance: +1 on one attack roll, saving throw, or skill check.
Daze: Humanoid creature of 4 HD or less loses next action.
Ghost Sound: Figment sounds.
Mage Hand: 5-pound telekinesis.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.

I'd also say the following probably fit:
Detect Poison: Detects poison in one creature or object.
Know Direction: You discern north.
Resistance: Subject gains +1 bonus on saving throws.
Virtue: Subject gains 1 temporary hp.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.

1st level:
Command: One subject obeys selected command for 1 round.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance. (okay technically this was their lightsabers but still).
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
True Strike: +20 on your next attack roll. (the Force is with you... always)
Ventriloquism: Throws voice for 1 min./level.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Jump checks.

I'd also add:
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Mage Armor: Gives subject +4 armor bonus.
Charm Person: Makes one person your friend.
Hypnotism: Fascinates 2d4 HD of creatures.
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.

This is only Lv 0 and 1 for now. I'm not sure how powerful this spell list would make them, and if it is too good don't put Charm Person or Command on it although those are some of the most iconic abilities. One thing that makes this rather more difficult is that the Force is subtler than D&D magic so the Jedi might have been spamming Haste and Bless and we could never notice or they could have been simply that good at fighting. The books clarify this a little (yes Jedi spam buff spells), but also include several semi-unique talents (some of which might have only been in KotOR and the d20 RPG) that probably shouldn't be on the spell-list if you're allowing them to cast spells that are not on it with increased DCs.

Will work on ideas for Lv 2 and 3 at some point.

The_Admiral
2010-08-14, 01:15 AM
Okay just going from memory of the films and some of the books and spells from the PHB:

Lv 0:
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Guidance: +1 on one attack roll, saving throw, or skill check.
Daze: Humanoid creature of 4 HD or less loses next action.
Ghost Sound: Figment sounds.
Mage Hand: 5-pound telekinesis.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.

I'd also say the following probably fit:
Detect Poison: Detects poison in one creature or object.
Know Direction: You discern north.
Resistance: Subject gains +1 bonus on saving throws.
Virtue: Subject gains 1 temporary hp.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.

1st level:
Command: One subject obeys selected command for 1 round.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance. (okay technically this was their lightsabers but still).
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
True Strike: +20 on your next attack roll. (the Force is with you... always)
Ventriloquism: Throws voice for 1 min./level.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Jump checks.

I'd also add:
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Mage Armor: Gives subject +4 armor bonus.
Charm Person: Makes one person your friend.
Hypnotism: Fascinates 2d4 HD of creatures.
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.

This is only Lv 0 and 1 for now. I'm not sure how powerful this spell list would make them, and if it is too good don't put Charm Person or Command on it although those are some of the most iconic abilities. One thing that makes this rather more difficult is that the Force is subtler than D&D magic so the Jedi might have been spamming Haste and Bless and we could never notice or they could have been simply that good at fighting. The books clarify this a little (yes Jedi spam buff spells), but also include several semi-unique talents (some of which might have only been in KotOR and the d20 RPG) that probably shouldn't be on the spell-list if you're allowing them to cast spells that are not on it with increased DCs.

Will work on ideas for Lv 2 and 3 at some point.

I would remove mage hand

Zaydos
2010-08-14, 08:12 AM
I left Mage Hand in despite the Telekinesis power because of how they can cast spells off their list so they could cast it regardless. Also if they'll have Greater Mage Hand (Lv 2; SpC) and/or Telekinesis (which can do combat maneuvers as well as just move objects) it makes sense just to put it on the list for ease of play. Redundant yes, detrimental no.

Speaking of Spell Compendium I intend to go over it once I finish the PHB but that might be a bad idea, these full list casters can explode in power if they get a wide enough spell selection.

Lv 2 Spells:
Augury M F: Learns whether an action will be good or bad.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Delay Poison: Stops poison from harming subject for 1 hour/level.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or
slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. (Vader absorbs a blaster)
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Status: Monitors condition, position of allies.
Protection from Arrows: Subject immune to most ranged attacks.
Detect Thoughts: Allows “listening” to surface thoughts.
Locate Object: Senses direction toward object (specific or type).
See Invisibility: Reveals invisible creatures or objects.
Daze Monster: Living creature of 6 HD or less loses next action.
Misdirection: Misleads divinations for one creature or object.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Fox’s Cunning: Subject gains +4 Int for 1 min./level.
Levitate: Subject moves up and down at your direction.

Sorry I didn't get to the Lv 3, but I have to go quick.

The_Admiral
2010-08-15, 02:54 AM
Level 3 :
Arcane Sight
Blink
Darkvision
Displacement
Discern Lies
Fear
Haste
Hold Person
Lightning Bolt
Plant Growth:Enrichment
Rage(Beware of the darkside young skywalker)
Suggestion(you do not want to sell me any death sticks)

The_Admiral
2010-08-15, 07:17 AM
Who am I the king of doubleposting?
Level 4:Break Enchantment
Charm Monster
Freedom Of Movement
Sending
Level 5:Heal
False Vision
Dream
True Seeing

Are these list okay so far?

Zaydos
2010-08-15, 11:55 AM
Level 3 :
Arcane Sight
Blink
Darkvision
Displacement
Discern Lies
Fear
Haste
Hold Person
Lightning Bolt
Plant Growth:Enrichment
Rage(Beware of the darkside young skywalker)
Suggestion(you do not want to sell me any death sticks)

I'd add the Cure spell and Inflict spell and Fly as the ability to fly with the force was at least as common as Plant Growth.


Who am I the king of doubleposting?
Level 4:Break Enchantment
Charm Monster
Freedom Of Movement
Sending
Level 5:Heal
False Vision
Dream
True Seeing

Are these list okay so far?

I'd have to look through the Lv list but I'd say if you're giving them break Enchantment they should have Dispel Magic at Lv 3. And of course Cure and Inflict.

Level 5:
Don't give them Heal (one of the best healing spells in the game) earlier than cleric. They don't need it and out of battle they can cast Lv 5 spells as early as Lv 6 if they've maxed Wisdom (21 Wis [with magic item or racial bonus) + 2 from level = Nat 20 for a Lv 5 spell) and you don't need Heal that early. Have to look through the spell lists on this one since I haven't had a chance to yet.

Edit: Noticed that Break Enchantment is a Lv 5 cleric spell; again they can already get early access to spells (especially out of battle) so they really don't need any spell earlier than Cleric or Wizard.

Got a chance to look over things for Lv 3 I would add:
Cure Serious Wounds
Inflict Serious Wounds
Remove Disease
Nondetection
Protection from Energy
Heroism
Clairaudience/Clairvoyance

Maybe Wind Wall as it was used in at least one story set in the EU.

Lv 4:
Confusion
Crushing Despair
Divination
Divine Power
Cure Critical Wounds
Inflict Critical Wounds
Neutralize Poison
Restoration

Lv 5:
Greater Command
Mass Cure Light Wounds
Mass Inflict Light Wounds
Scrying (what to do about foci and expensive material components though?)
Overland Flight (force witches of Dathomir)
Rary's Telepathic Bond
Hold Monster
Telekinesis

Lv 6:
True Seeing (at the same level as wizards)
Legend Lore
Greater Heroism
Mass Suggestion
Mass Bear's Endurance/Bull's Strength/Cat's Grace/Fox's Cunning/Owl's Wisdom/Eagle's Splendor
Tenser's Transformation
Mass Cure Moderate Wounds
Find the Path
Mass Inflict Moderate Wounds
Chain Lightning

Lv 7:
Heal
Harm (same level as Druid; can still be accessed early DC is 31 so as soon as you have a Periapt of Wisdom +4 and either +2 racial bonus to Wisdom or Lv 8).
Mass Cure Serious Wounds
Mass Inflict Serious Wounds
Greater Restoration
Greater Scrying
Control Weather
Greater Arcane Sight
Mass Hold Person

Lv 8:
Mind Blank
Protection from Spells
Discern Location
Moment of Prescience
Mass Charm Monster
Mass Cure Critical Wounds
Mass Inflict Critical Wounds
Whirlwind

Lv 9:
Mass Heal (and early casting this can be awesome if you don't have other ways to fully heal out of combat)
Energy Drain
Mass Hold Monster
Foresight
Time Stop.

Note: You have to be especially careful with levels for out of combat spells as they will get access to them before a normal caster gets access to that spell level.

The_Admiral
2010-08-16, 12:56 AM
I'd add the Cure spell and Inflict spell and Fly as the ability to fly with the force was at least as common as Plant Growth.



I'd have to look through the Lv list but I'd say if you're giving them break Enchantment they should have Dispel Magic at Lv 3. And of course Cure and Inflict.

Level 5:
Don't give them Heal (one of the best healing spells in the game) earlier than cleric. They don't need it and out of battle they can cast Lv 5 spells as early as Lv 6 if they've maxed Wisdom (21 Wis [with magic item or racial bonus) + 2 from level = Nat 20 for a Lv 5 spell) and you don't need Heal that early. Have to look through the spell lists on this one since I haven't had a chance to yet.

Edit: Noticed that Break Enchantment is a Lv 5 cleric spell; again they can already get early access to spells (especially out of battle) so they really don't need any spell earlier than Cleric or Wizard.

Got a chance to look over things for Lv 3 I would add:
Cure Serious Wounds
Inflict Serious Wounds
Remove Disease
Nondetection
Protection from Energy
Heroism
Clairaudience/Clairvoyance

Maybe Wind Wall as it was used in at least one story set in the EU.

Lv 4:
Confusion
Crushing Despair
Divination
Divine Power
Cure Critical Wounds
Inflict Critical Wounds
Neutralize Poison
Restoration

Lv 5:
Greater Command
Mass Cure Light Wounds
Mass Inflict Light Wounds
Scrying (what to do about foci and expensive material components though?)
Overland Flight (force witches of Dathomir)
Rary's Telepathic Bond
Hold Monster
Telekinesis

Lv 6:
True Seeing (at the same level as wizards)
Legend Lore
Greater Heroism
Mass Suggestion
Mass Bear's Endurance/Bull's Strength/Cat's Grace/Fox's Cunning/Owl's Wisdom/Eagle's Splendor
Tenser's Transformation
Mass Cure Moderate Wounds
Find the Path
Mass Inflict Moderate Wounds
Chain Lightning

Lv 7:
Heal
Harm (same level as Druid; can still be accessed early DC is 31 so as soon as you have a Periapt of Wisdom +4 and either +2 racial bonus to Wisdom or Lv 8).
Mass Cure Serious Wounds
Mass Inflict Serious Wounds
Greater Restoration
Greater Scrying
Control Weather
Greater Arcane Sight
Mass Hold Person

Lv 8:
Mind Blank
Protection from Spells
Discern Location
Moment of Prescience
Mass Charm Monster
Mass Cure Critical Wounds
Mass Inflict Critical Wounds
Whirlwind

Lv 9:
Mass Heal (and early casting this can be awesome if you don't have other ways to fully heal out of combat)
Energy Drain
Mass Hold Monster
Foresight
Time Stop.

Note: You have to be especially careful with levels for out of combat spells as they will get access to them before a normal caster gets access to that spell level.

1)It's imitate not cast
2)And finally skills

Aran Banks
2010-08-16, 01:18 AM
So you make a Class level check + Wis to see if you can cast a certain spell?

A couple things:

a) I recommend getting rid of the "+1 force usage" bonuses. They're extra bookkeeping, and really don't help since this is a class that probably won't PrC into a class that doesn't give +spellcasting (assuming they're allowed to do that. If not, you'll see mostly Force Sensitive 20 builds). Make it level + WisMod (part b builds the DCs around that too).

b) I'm running the numbers on your DCs, and I think an appropriate pattern would be (spell level x 2.5) + 8. I don't do tables, but I'll write this up. A warning: It's based on lvl + WisMod checks, without the force usage bonuses:

0: DC 8
1: DC 10
2: DC 13
3: 15
4: 18
5: 20
6: 23
7: 25
8: 28
9: 30


That works out for a decent character level + WisMod pattern. Now, if the (spell level x 2) - 1 - Force Sensitive level > 0, then multiply the result by 2 and add it to the DC. Thus, a level 1 character would cast spells as such:

The first casting percentages are based on a level 1 character with 18 Wis; a +5 casting bonus. After the first cast, casting chances decrease by 1 each time.
0: Base DC 8. (0 x 2) - 1 - 1 = -2. That's not greater than zero! Final DC: 8 (90% for first cast)
1: Base DC 10. (1 x 2) - 1 - 1 = 0. That's not greater than zero! Final DC: 10 (80% for first cast)
2: Base DC 13. (2 x 2) - 1 - 1 = 2. That's greater than zero... 2 x 2 = 4. Final DC: 17 (40% for first cast)
3: Base DC 15. (3 x 2) - 1 - 1 = 4. That's greater than zero... 4 x 2 = 8. Final DC: 23 (10% for first cast)
Casting spells of level 4 and higher is impossible

That works pretty well.

c) A possible idea is to give the FS force recharges that will let them reboot their casting. A force recharge should be a big thing--you get it 1/day at level 1, and one extra time per day at level 10 and every 10 levels afterwards (level 20... and maybe going on into epic)... there's also the possibility of making that how they refresh their casting, but I kind of don't like that idea. Too much cheese.

d) I'm not sure how your casting progression works (it's a little weird-looking), but a system based off of checks doesn't need anything like that in there. Use that whole (spell level x 2) - 1 thing, from part (b) and you can get rid of the spell access stuff.

Tinydwarfman
2010-08-16, 01:42 AM
Oh come on. Jedi using arcane magic? Psionics is so perfect!

The_Admiral
2010-08-16, 01:52 AM
So you make a Class level check + Wis to see if you can cast a certain spell?

A couple things:

a) I recommend getting rid of the "+1 force usage" bonuses. They're extra bookkeeping, and really don't help since this is a class that probably won't PrC into a class that doesn't give +spellcasting (assuming they're allowed to do that. If not, you'll see mostly Force Sensitive 20 builds). Make it level + WisMod (part b builds the DCs around that too).

b) I'm running the numbers on your DCs, and I think an appropriate pattern would be (spell level x 2.5) + 8. I don't do tables, but I'll write this up. A warning: It's based on lvl + WisMod checks, without the force usage bonuses:

0: DC 8
1: DC 10
2: DC 13
3: 15
4: 18
5: 20
6: 23
7: 25
8: 28
9: 30


That works out for a decent character level + WisMod pattern. Now, if the (spell level x 2) - 1 - Force Sensitive level > 0, then multiply the result by 2 and add it to the DC. Thus, a level 1 character would cast spells as such:

The first casting percentages are based on a level 1 character with 18 Wis; a +5 casting bonus. After the first cast, casting chances decrease by 1 each time.
0: Base DC 8. (0 x 2) - 1 - 1 = -2. That's not greater than zero! Final DC: 8 (90% for first cast)
1: Base DC 10. (1 x 2) - 1 - 1 = 0. That's not greater than zero! Final DC: 10 (80% for first cast)
2: Base DC 13. (2 x 2) - 1 - 1 = 2. That's greater than zero... 2 x 2 = 4. Final DC: 17 (40% for first cast)
3: Base DC 15. (3 x 2) - 1 - 1 = 4. That's greater than zero... 4 x 2 = 8. Final DC: 23 (10% for first cast)
Casting spells of level 4 and higher is impossible

That works pretty well.

c) A possible idea is to give the FS force recharges that will let them reboot their casting. A force recharge should be a big thing--you get it 1/day at level 1, and one extra time per day at level 10 and every 10 levels afterwards (level 20... and maybe going on into epic)... there's also the possibility of making that how they refresh their casting, but I kind of don't like that idea. Too much cheese.

d) I'm not sure how your casting progression works (it's a little weird-looking), but a system based off of checks doesn't need anything like that in there. Use that whole (spell level x 2) - 1 thing, from part (b) and you can get rid of the spell access stuff.

Wow thanks

Aran Banks
2010-08-16, 02:41 AM
Oh come on. Jedi using arcane magic? Psionics is so perfect!

One word:

Ectoplasm.

@Captain Obvious: No problem. I love this sort of math. Oh, and for casting spells off of the spell list, I'd just increase the DC by half (so 0-level spells are 14, 1st-level spells are 15, and 9th-level spells are 45).

The_Admiral
2010-08-16, 03:34 AM
Hey is the original skill list okay for use?

Aran Banks
2010-08-16, 03:36 AM
I'd add Climb, Kn (local), Kn (geography), and Spellcraft... since he's using magic, he should know all about it.

Other than that, yeah.

The_Admiral
2010-08-16, 03:46 AM
I don't think spellcraft should be there because he is only mimicking the effects of the spell not the spell itself

DragonOfUndeath
2010-08-16, 06:24 AM
how about Forcecraft?

The_Admiral
2010-08-16, 07:34 AM
how about Forcecraft?

Forcecraft? WTF???
Hmm gives me an idea
Forceblade
turns the damage type of the weapon to force with all the appropriate advantages and disadvantages
Cost +1

Is it okay?

Aran Banks
2010-08-16, 12:12 PM
I added spellcraft in because it's a Jedi warrior--he's supposed to be cultured and intelligent. He doesn't have spellcraft because he uses spells--he has it because he needs to know what a spell is when he sees it, and should be able to respond in kind.

In the same vein of reasoning, Psicraft (XPH) and Martial Lore (ToB) should probably be in there too.

------------

For the forceblade, I think it'd be better to do it like adamantine--give it the properties of force, but make the weapon more expensive. That seems best to me since forceblades seem more like a change in material than magical properties.

Zaydos
2010-08-16, 03:08 PM
So you make a Class level check + Wis to see if you can cast a certain spell?

A couple things:

a) I recommend getting rid of the "+1 force usage" bonuses. They're extra bookkeeping, and really don't help since this is a class that probably won't PrC into a class that doesn't give +spellcasting (assuming they're allowed to do that. If not, you'll see mostly Force Sensitive 20 builds). Make it level + WisMod (part b builds the DCs around that too).

b) I'm running the numbers on your DCs, and I think an appropriate pattern would be (spell level x 2.5) + 8. I don't do tables, but I'll write this up. A warning: It's based on lvl + WisMod checks, without the force usage bonuses:

0: DC 8
1: DC 10
2: DC 13
3: 15
4: 18
5: 20
6: 23
7: 25
8: 28
9: 30


That works out for a decent character level + WisMod pattern. Now, if the (spell level x 2) - 1 - Force Sensitive level > 0, then multiply the result by 2 and add it to the DC. Thus, a level 1 character would cast spells as such:

The first casting percentages are based on a level 1 character with 18 Wis; a +5 casting bonus. After the first cast, casting chances decrease by 1 each time.
0: Base DC 8. (0 x 2) - 1 - 1 = -2. That's not greater than zero! Final DC: 8 (90% for first cast)
1: Base DC 10. (1 x 2) - 1 - 1 = 0. That's not greater than zero! Final DC: 10 (80% for first cast)
2: Base DC 13. (2 x 2) - 1 - 1 = 2. That's greater than zero... 2 x 2 = 4. Final DC: 17 (40% for first cast)
3: Base DC 15. (3 x 2) - 1 - 1 = 4. That's greater than zero... 4 x 2 = 8. Final DC: 23 (10% for first cast)
Casting spells of level 4 and higher is impossible

That works pretty well.

c) A possible idea is to give the FS force recharges that will let them reboot their casting. A force recharge should be a big thing--you get it 1/day at level 1, and one extra time per day at level 10 and every 10 levels afterwards (level 20... and maybe going on into epic)... there's also the possibility of making that how they refresh their casting, but I kind of don't like that idea. Too much cheese.

d) I'm not sure how your casting progression works (it's a little weird-looking), but a system based off of checks doesn't need anything like that in there. Use that whole (spell level x 2) - 1 thing, from part (b) and you can get rid of the spell access stuff.

The DCs function, almost, at 1st level. 1) 3rd level spells at 1st level isn't good even if it is a 10% chance they can still use long duration out of combat buffs (read CoDzilla) and just retry till they succeed (yes I know after 2 they couldn't do this anymore but that still leaves them 2nd and 1st level spells). At 20th level they're completely broken with the ability to assume a minimum of 29 Wis (18 at 1st level, +5 from level up, +6 item) likely more and +20 from level they can use a Lv 9 spell on a 1 and spam 20 a day without recharging. This is without Wish spells to up Wisdom to 34, or any racial bonuses. Even at Lv 15 they'll have 25 Wis (assuming a +4 item and no racial bonuses) and can use a 9th level spell with 80% chance. The DC does need to be higher in relation to their bonus than this. It only works at 1st level and even then only questionably as they can spam spells a lot more than a wizard or cleric (who in 3.X get enough spells per day at first level).

DragonOfUndeath
2010-08-16, 07:50 PM
build a saber when you get level 2.
lightsabers: choose either single blade, two single blades, 1 double blade, 2 double blades.

Crystal: Choose 2: Red (+2 Damage), Blue (+1 To Hit), Green (-2DC for force spells), Purple (+1 Damage, -1DC for Force spells) and Yellow (+1 Diplomacy, +1 Bluff)

Magnifier: Choose 1: +1 Damage, Throwable (returns), +1 Diplomacy, +1 Buff and -1DC for force spells.

Hilt: Choose 1: Curved (+1 Damage and To Hit) or Standard (deflect 1 ranged attack per turn per level)

Lightsaber stats: normal longsword damage +build bonuses (see above)

is this over powered? am i missing things? PEACH please

Aran Banks
2010-08-17, 01:51 AM
Zaydos, I'll address your complaints in order:

1) I'm not seeing how long-duration buffs are working here, seeing as Divine Meta doesn't work (read: no turning attempts).

2) "At level 20 they're broken" is a very poor excuse for a character... and I don't even see your logic. Wis should be (18 to 24 original + 5 + 6 = 29 to 35) at level 20. That means +9 to +12. Which means the caster check is 29 to 32.

So your first cast is 100% accuracy. Then your second is 95%, etc. if you've got 29 Wis. If you've got 32, it's 100%; 100%; 100%; 95%; etc.

I don't see this "spamming 20 level 9 spells per day"

3) Adding wish makes for an extra 2-3 of a 9th level spell. Plenty of DMs don't like using wish, and I was angling the casting of this class towards that. If you factor in wish abusal, you also need to factor in infinite wealth and the fact that everybody's also got a nine-lives stealer in their possession, as well as a +5 vorpal sword and a fully-charged wand of wish and anything else they want... so +5 to a stat, compared to all of that--I don't really have a problem with it.

4) Wisdom 18 to 22 + 3 (level 4, 8, and 12) + 4 item = 25 to 29. That's +7 to +9. 15 + 9 = 24. The DC of a 9th-level spell is 30, and you're increasing it to 34 (you're 2 levels lower than the minimum level for casting a 9th-level spell). That means you have a fifty-five to sixty-five percent chance of casting a 9th-level spell at level 15. Which is like a wizard wearing splint mail and a buckler or full plate (respectively). Honestly, that's ASF up the yin-yang. I don't see your 80%.

5) No, the DC was scaled to a character who's wisdom was 18 at level 1, 20 at level 4, 22 at level 8, etc. up to 28 at level 20. Some characters will have a higher wisdom score than that, but not by much.

So no.

@NewD&Dfan: I don't think you should get different bonuses based on the color, magnifier, or hilt. Those bonuses mean you're going to min/max your weapon (which totally isn't cool) and the movies/games don't show a distinction between different colors or hilts--at least, none of the games I've polayed--I mean, I can see how a hilt could change something up... but I don't think it's worth the bookeeping. Just make them different skins for a longsword. Or make it a weapon template.

The_Admiral
2010-08-17, 02:16 AM
Lightsaber
This was the formal weapon of a Jedi Knight. Not as clumsy or random as a blaster. More skill than simple sight was required for its use. An elegant weapon. It was a symbol as well. Anyone can use a blaster or a fusioncutter—but to use a lightsaber well was a mark of someone a cut above the ordinary
Obi Wan Kenobi:on lightsaber's
turns the damage type of the weapon to force with all the appropriate advantages and disadvantages
Lightens the weapon to 1 over 4 of its original weight
You are unable to apply oil's to the blade
when it is activated it gives -10 to hide checks
when it is activated it gives Gives -4 to move silently checks
After drawn it has to be activated by pushing a button as a free action it can be deactivated the same way too even though it is still drawn
can only be applied to slashing or piercing weapons
Cost:1000GP+original weapon cost

Is it balanced?

Aran Banks
2010-08-17, 03:05 PM
Recommended Changes:

-4 to Hide Move Silently as well, and it should be a free action to press the button making the lightsaber turn on, though a move action to draw the weapon (as normal).

Also, the item should be pretty easily accessible at level 3. The way you've got it now, appropriate WBL gives the weapon at minimum level 5, and it costs 2/3 of your moneys. I'd make it worth 1000 + the original weapon's cost.

And I'm a fan of making it work for all weapons, but I see how flavor would demand it only works on bladed weapons (maybe make a list? Dagger, short sword, longsword, greatsword, bastard sword, rapier, and... scimitar..? etc)

Edited.

The_Admiral
2010-08-17, 05:27 PM
got it i will change it

Aran Banks
2010-08-17, 05:55 PM
woops, that should be -4 to Move Silently checks.

The_Admiral
2010-08-18, 01:31 AM
Now for the most important question
Is it better than the original class?

Aran Banks
2010-08-18, 11:36 AM
Easily. It goes above and beyond the original class.

However, it's a spellcasting class. Players will use this class's casting powers, pump their wisdom, and totally ignore the combat feats. They'll use telekinesis (what's the DC on that, anyhow? And you shouldn't say "AOE". It's "AoO". Attack of Opportunity) for their gross manipulation and can totally forget about strength.

I recommend splitting the class up into a variety of different jedis. This one's progression would be nicer as such:

1. Spellcasting (Force using?), 1/day force recharge, manipulate force
2. Bonus Feat
3. [Empty]
...
8. Bonus Feat
9. [Empty]
10. 2/day force recharge
...
14. Bonus Feat
...
20. 3/day Force Recharge, Bonus Feat

The levels between those mentioned, as well as those with the [Empty] tag, are empty levels. Getting rid of lightning reflexes means that jedis can choose to take the feat, or go with something else (some jedis do fortitude, and some do will... making reflex bonuses a requirement hurts class flexibility).

One more thing!!! Shocking grasp needs to be on the spell list.

-------------- That's the spellcasting class.

The physically-based class could actually just be taken from the warblade, with some jedi-specific ToB disciplines. It would fit both the flavor and the mechanics requirements.

BladeofOblivion
2010-08-18, 05:44 PM
I am now trying to imagine a Jedi using a LightOrcDoubleAxe. You mean slashing, Right? And not the nonexistent "Bladed?"

The_Admiral
2010-08-19, 01:15 AM
I am now trying to imagine a Jedi using a LightOrcDoubleAxe. You mean slashing, Right? And not the nonexistent "Bladed?"

Oops:smallredface:
The lightning spell are there to mimic sith lightning

Aran Banks
2010-08-19, 11:28 AM
I am now trying to imagine a Jedi using a LightOrcDoubleAxe. You mean slashing, Right? And not the nonexistent "Bladed?"

Um... how do I put this..

HELL YES!!!!!!

The_Admiral
2010-08-21, 07:27 AM
Hey do you think it is okay if i junk the spellcasting and replace it with martial manouvers for the melee version of the class?

Aran Banks
2010-08-23, 12:35 AM
Yeah, the melee class could totally just be a warblade with certain disciplines.

The_Admiral
2010-08-23, 02:27 AM
So should i use the styles from the new jedi order or the old one?

The_Admiral
2010-08-27, 07:17 AM
alternate class feature
you lose your spellcasting and gain martial maneuvers as below the disciplines available to you are the Setting Sun',White Raven ,Stone Dragon and Iron Heart you are considered a Swordsage of your Force Sensitive level for the purpose of qualifying for Maneuvers and Stances.

{table=head]Level|Maneuvers Known|Maneuvers Readied|Stances Known

1st|
6|
4|
1|

2nd|
7|
4|
2|

3rd|
8|
5|
2|

4th|
9|
5|
2|

5th|
10|
6|
3|

6th|
11|
6|
3|

7th|
12|
6|
3|

8th|
13|
7|
3|

9th|
14|
7|
4|

10th|
15|
8|
4|

11th|
16|
8|
4|

12th|
17|
8|
4|

13th|
18|
9|
4|

14th|
19|
9|
5|

15th|
20|
10|
5|

16th|
21|
10|
5|

17th|
22|
10|
5|

18th|
23|
11|
5|

19th|
24|
11|
5|

20th|
25|
12|
6|[/table]

Aran Banks
2010-08-27, 03:31 PM
I'd take out Tiger Claw, actually, since it's more of a "jump on people and rip their hearts outs with your CLAWS" sort of thing.

Setting Sun and White Raven seem jedi-ish, though.

So you'd end up with Setting Sun, White Raven, Stone Dragon, and Iron Heart. That's nicer because having only 3 disciplines just isn't that cool. 4 is OK, and I'd even look for a homebrew one somewhere on the forums...

Also, does maneuver regeneration work like a warblade, or a swordsage, or what?

The_Admiral
2010-08-27, 09:13 PM
Like swordsage

The_Admiral
2010-08-30, 02:01 AM
Well i think this class is complete so can everyone review this class?
please

Aran Banks
2010-08-30, 02:27 PM
I'd make a new thread if I were you.

The_Admiral
2010-08-30, 09:22 PM
What do you mean?

Aran Banks
2010-08-30, 11:45 PM
You made a thread called "Force Sensitive (redone) PEACH".

Now make a thread called "Jedi class (ToB)" and post the full combat-based Force Sensitive there.