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
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