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The_Admiral
2010-09-01, 09:09 AM
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|
+6|
+12|
+12|3/day force recharge[/table]

Weapon Proficiencies:all simple weapons and 2 martial weapons

Armour Proficiencies:all light amour's


Bonus Feat:
Take from Fighter bonus feat list

Lightning Reflexes:
Gives feat lightning reflexes if already have this feat, 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 the number is added to the DC if it is more multiply the result by 2 then add it to the DC.

You gain a +1 modifier to all spell DC's every time you cast a spell

Those modifiers vanish after 8 hours rest or using Force Recharge
For spells not on the spell list the entire DC Quadruples
Wisdom is a positive modifier
Takes as much time as the original spell to cast.
Gp cost is replaced by 1/5 of xp
your force sensitive level replace CL for all spells.
No you can not use metamagic for the Force Sensitive's spell's

Sustained Telekinesis
Effect:1)Move things the DC increases by 1 from a base of 10 for every 50 pounds
2)Move an object by 15 feet every round
3)Allows you to bull rush, disarm, grapple (including pin), or trip these actions do not provoke an AoO the DC to do this is 15+enemy Str mod
4)you get a bonus according to this table:
{table=head] Level|Existing 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]
5)Every time you fail a telekinesis check you cannot use this power for 1d4 rounds per 1 the DC is over 10
6)Every 1 minute you maintain the ability you have to make a 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 11 check initially to hold it up after 1 minute he has to make a DC 12 check and so on
7)Takes 1 standard action to use and 1 full round action to maintain

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.
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
Rage
Suggestion
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
Overland Flight
Rary's Telepathic Bond
Hold Monster
Telekinesis
False Vision
Dream

6:
True Seeing
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
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
Energy Drain
Mass Hold Monster
Foresight
Time Stop

The_Admiral
2010-09-01, 09:10 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.

Your maneuver refresh mechanic is like the swordsage's

Force recharge instead refresh's all your manuver's

{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]

The_Admiral
2010-09-01, 09:12 AM
Thematic Weapon

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

The_Admiral
2010-09-01, 09:20 AM
Please comment

mrcarter11
2010-09-05, 09:03 AM
At level 20, bad saevs are at +6, not +7.

The_Admiral
2010-09-05, 09:08 AM
oh thanks:smallredface:

The_Admiral
2010-09-09, 10:19 AM
nobody has any complaints about my homebrew?At all?

Zaydos
2010-09-09, 10:23 AM
I'm waiting to see it in action. Although I'd be wary about putting this in the hands of an optimizer.

The_Admiral
2010-09-09, 10:26 AM
Well i am no optimizer hell i dont even own dice(I use dice rollers)so i dont know wheater it is balanced or not

Milskidasith
2010-09-09, 10:28 AM
I honestly have no way to comment on this because I have no clue how the main part of it (casting spells with a check) works. Is it a skill check? Level check? I dunno, and any "roll a DC to cast a spell" system is going to be broken.

Everything else is similarly poorly worded; there is no action mentioned or even a mention of what modifier telekinesis uses.

Also, nothing in this is even remotely related to the ToB.

EDIT: Also, I don't see what owning dice has to do with optimization.

mrcarter11
2010-09-09, 10:28 AM
I think it's fine. We shall see in the thread anyways.

Djinn_in_Tonic
2010-09-09, 10:30 AM
I think it's fine. We shall see in the thread anyways.

I'm going to have to say the contrary and agree with Milskidasith here...many of the abilities need more clarification before we can really comment, and, without that clarification, I wouldn't let this thing run in a campaign.

The_Admiral
2010-09-09, 10:33 AM
I honestly have no way to comment on this because I have no clue how the main part of it (casting spells with a check) works. Is it a skill check? Level check? I dunno, and any "roll a DC to cast a spell" system is going to be broken.

Everything else is similarly poorly worded; there is no action mentioned or even a mention of what modifier telekinesis uses.

Also, nothing in this is even remotely related to the ToB.

EDIT: Also, I don't see what owning dice has to do with optimization.
1)Just roll a dice add modifiers and vollia done it is not a skill
2)Modifier read closely it is Wis and action i will add it

Djinn_in_Tonic
2010-09-09, 10:35 AM
2)Modifier read closely it is Wis and action i will add it

Simply d20 + Wisdom will NOT allow a caster to reliably cast high-level spells. Assuming a +12 Wisdom at level 20 (which is a high assumption), I still have to roll an 18 to cast a single 9th level spell...

Milskidasith
2010-09-09, 10:35 AM
1)Just roll a dice add modifiers and vollia done it is not a skill
2)Modifier read closely it is Wis and action i will add it

The point is that it doesn't give you the modifiers... it lists that it's affected by wisdom, but if that's the case it's really hard to actually make the DC.

Zaydos
2010-09-09, 10:42 AM
It's the problem with DC based casting. Since this isn't a skill and has a static DC per level it is a vast improvement on truenamer, but by 20th level you can make the DC for a 9th level spell on a 0 with basic pumping of your casting stat (which strangely enough I did when a noob, stopped when I'd played some more, and then started again when I learned how to optimize), which means you have as many reliable 9th level spells per day as a wizard and in theory as many as 21 (although the last 10 are an iffy proposition). With force recharge you can quadruple that. But it also applies to all your spell levels which means you probably have less total reliable spells per day than a wizard (but far more 9th level spells).

The real thing is hour/level spells that you can early cast because even without persistent spell the duration makes them usable out of combat even if you need a 20 to succeed (yeah it takes 7 minutes on average for them if you need a 20 but it still means you can use 7th level spells at 8th level if you can get a +2 Wisdom item and have 18 Wis at level 1 [20 Wis, 22 with item, +level = +14 on check; DC 30 to use a 7th level spell, 1 in 5 chance if you haven't cast any already... still means when a wizard or sorcerer can just now use Scrying you can use Greater Scrying, Heal, and Greater Restoration). Thankfully their spell list is limited and except for Foresight, Mind Blank, and Moment of Prescience, most of their good long duration spells are low level.

Also you didn't include how to determine their bonus on the check in this thread (I only know from the other thread), also you do need to decide what to do with material components and foci (Scrying isn't the only problem), you could take the psionics route for expensive material components (replace them with an XP cost = 1/5 the GP cost).

The_Admiral
2010-09-09, 11:46 AM
Well i made a few changes is it better?