PDA

View Full Version : Force Adept, my take on a neutral type jedi/sith in DnD PEACH



randomhero00
2011-01-21, 01:08 PM
Sorry about the formatting, I don't the energy atm to fix it.

Force Adept

Pathfinder 3.X

The way of wisdom; Force Adepts believe they are walking the path to enlightenment. Depending on their alignment they go about it in different ways. If lawful, they tend to ignore emotion, and seek harmony with their world. Their goal is to attain a selfless state of dispassionate compassion. If chaotic, they tend to embrace their emotions and attempt to live in true freedom. Good Adepts seek to live in harmony and protect the innocent while evil Adepts seek power and believe in evolution of the fittest. While these tend to be the norm, there are Adepts of all kinds.
Role: Force Adepts are deft skirmishers, able to jump in and out of the fray. They are wise and cleverly skilled in and out of combat. They have some control of the battlefield with their force techniques and can strike close or far away.

Alignment: Any

Hit Die: D10

Skill ranks per Level: 6 + intelligence mod

Class Skills: Acrobatics, Climb, Craft, Diplomacy, Handle Animal, Heal, Perception, Profession, Ride, Sense Motive, Spellcraft, Stealth, Swim, and Use Magic Device.

An evil Adept may change out diplomacy for intimidate and/or heal for disguise.

Class Features
All of the following are class features of the Force Adept.
Weapon and Armor Proficiency

The Force Adept is proficient with simple weapons and the Force Weapon (slashing and piercing.) The Force Adept is not proficient with armor or shields.

Special: When wearing armor, using a shield, or carrying a heavy load, a Force Adept loses his AC bonus, as well as his Battle Precognition. While it is possible for an Adept to use other weapons, the art he practices demands the Force Weapon above all others. If he fails to remain devoted to this fighting style he can no longer take class levels until he continues its’ practice.

Ex-Adepts: Adept’s must be fully devoted to their art. While they can change alignment, they can never multiclass or they risk losing many of their features. An ex-Adept loses use of his Battle Precognition, Zen Mind, Perfect Soul, Whole Being, and Force Mastery (but not force techniques or his force weapon.) An ex-Adept can never again raise his class level in Force Adept.

Level Base Attack Bonus Fort
Save Ref
Save Will
Save Special
1st +1 +0 +2 +2 Force Weapon 1d6 +1
2nd +2 +0 +3 +3
3rd +3 +1 +3 +3 Evasion
4th +4 +1 +4 +4 Force Weapon 1d6 +2
5th +5 +1 +4 +4 Uncanny Dodge
6th +6/+1 +2 +5 +5 Force Weapon 1d8 +2
7th +7/+2 +2 +5 +5
8th +8/+3 +2 +6 +6 Force Weapon 1d8 +4
9th +9/+4 +3 +6 +6 Improved uncanny dodge
10th +10/+5 +3 +7 +7 Zen Mind
11th +11/+6/+1 +3 +7 +7 Improved Evasion
12th +12/+7/+2 +4 +8 +8 Force Weapon 1d10 +6
13th +13/+8/+3 +4 +8 +8 Perfect Soul
14th +14/+9/+4 +4 +9 +9
15th +15/+10/+5 +5 +9 +9
16th +16/+11/+6/+1 +5 +10 +10 Force Weapon 1d10 +8
17th +17/+12/+7/+2 +5 +10 +10 Whole Being
18th +18/+13/+8/+3 +6 +11 +11 Force Weapon 1d12 +8
19th +19/+14/+9/+4 +6 +11 +11
20th +20/+15/+10/+5 +6 +12 +12 Force Weapon 1d12 +10, Force Mastery

Force Weapon (Extraordinary ability)
As a free action the Adept may draw the hilt and manifest the blade out of pure force energy as if he had the quickdraw feat (move action if hidden). The Adept may choose the color of the blade but cannot change it unless a new hilt is made. A new hilt costs 50 gold and 1 day of ritual (Adept must quest for the materials) and work. Only Adepts can manifest force blades, to others the hilt is worthless. If the blade isn’t manifested it just looks like an odd handle or cylinder (spellcraft check DC 30 can identify it.)

The Adept channels energy through a hilt with an inner crystalline structure. If he drops or throws it while the blade is active he can choose to let the blade wink out, otherwise, he can sustain the blade equal to his wisdom mod in rounds. The blade gives off light equivalent to a Light spell.
The nature of the Force Weapon is different from any other. The Force Adept uses his wisdom modifier for to hit and damage bonuses when using it. It is considered a light weapon (usable in a grapple) but receives no bonuses from being wielded two handed, nor any penalties for being a light weapon (power attack can be used, but regardless of how it is held the Adept receives only standard bonuses). The Adept can only manifest one force weapon at a time.

The Force Weapon that the Adept manifests has a +1 bonus to hit and damage. This increases to +2 at level 4, +4 at level 8, +6 at level 12, +8 at level 16, and +10 at level 20. Its base damage starts at 1d6 at level 1, but as he gains mastery over his force powers, it rises to 1d8 at level 6, 1d10 at level 12, and becomes 1d12 at level 18. The Force Weapon cannot permanently gain any additional enhancement bonuses or special abilities (besides what it naturally gains here or what temporary spells or affects are casted on the wielder.)

The weapon counts as a force effect; this allows it to hit incorporeal enemies normally. However, the damage dealt by the Force Weapon still counts as physical damage and does not bypass any damage resistances or hardness (slashing and piercing for purposes of DR.) It is a one-handed weapon that critically hits on 19-20 x3. Otherwise it acts normally against weapons and armor. It can be buffed by spells, but it cannot be permanently enhanced such as with Unholy or Frost or additional +1 to hit and damage enhancements.

Battle Precognition (Extraordinary ability)
At level 1 the Adept gains basic Battle Precognition. He senses attacks just before they come. It grants an AC bonus of 1 + wisdom mod. It applies to touch AC and it does not count as wearing armor, however, if he wears any shields or armor then this ability ceases to function as he can no longer sense or react freely enough. He gets a +1 at every odd level after 1st. So at 3rd level it would be 2 + wisdom mod, at 9th level it would be 4 + wisdom mod.

This ability continues to increases; at 3rd level and he gains Evasion, at 5th he gains Uncanny Dodge (retain dexterity to ac if flat footed, unless helpless) through his precognition. At 9th he gains improved uncanny dodge (can no longer be flanked). At 11th level, he gains Improved Evasion (half damage on failed save).

These bonuses to AC apply even against touch attacks or when he is flat footed. He loses all Battle Precognition bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a heavy load.
Zen Mind (Extraordinary ability)
By 10th level the Force Adept is particularly good at throwing off mind affecting abilities such as fear, feeblemind, dominate, etc. If the Adept failed his initial Will save then Zen Mind lets him reroll his Will save each round thereafter until he is freed from such affects.

Perfect Soul (Extraordinary ability)
Starting at 13th level the Adept may add 10 + his Adept’s levels to his spell resistance (1d20 + caster level to overcome.)

Whole Being (Extraordinary ability)
At 17th level the Adept achieves oneness and harmony with mind, body, and spirit. He is therefore highly resistant to anything that would disrupt his being. He gains 5 DR/-, automatically stabilizes if he goes below 0, can no longer die from old age (but still ages), cannot be magically aged, heals 1 point of ability damage per round, and 1 point/level of ability drain and level drain per hour.
Force Mastery (Extraordinary ability)
At 20th level the Adept has gotten so good at battle precognition and is so preternaturally fast that he can no longer be surprised and may act in a surprise round. He has gotten so good with using his Force powers that force techniques that would normally take a standard action are reduced to swift actions, and swift actions are reduced to free actions (if he choses.)
For example a 20th level Adept could use Force Hold (now a swift action) + Force Speed (now a free action) and make 1 melee attack and then a move action. In the next round he could do a Force Throw (swift action) + 1 melee attack with Force Strength (standard) + a move action. However, using a power is taxing, and an Adept can never use the same power within the same round twice, no matter the circumstances.
Force Techniques (Supernatural ability)

To use force techniques the Force Adept must have one hand free. He uses them by expending Force Points (FP.) His base force points are equal to (Force Adept level x 4) + (wisdom mod x 2).

At level one an Adept cannot enhance any techniques with extra Force Points yet, he must wait until level 5 to start, and then only by 1 extra FP (+ base). Level 10 up to 2 FP extra, level 15 up to 3 FP extra, and at level 20 he can enhance a technique by up to 4 FP extra.

A Force Adept regains Force Points at a rate of 6 per minute (1 per round) while out of combat. Any time he uses an ongoing ability, such as telekinesis, (even out of combat) he will not regain FP during its use. He may meditate (being still, and taking no other actions) to double this rate, his battle precognition applies in this state.

In combat the Force Adept may choose to attempt a Focused Meditation for one round and regain his wisdom mod in FP. He must make a will save, DC 15 to succeed, forcing meditation like this is stressful though, and he may only attempt this once every 6 rounds (doing this out of combat stops normal recovery for 6 rounds, so doing it would be a wash most of the time, but it is possible.) If he takes an action or damage during meditation he does not regain any FP but his battle precognition still applies in this state.
Force Techniques known: Pick 1 power at level 1, and 1 power thereafter at every even level (2nd, 4th…) If there is a level next to the power then that is the minimum requirement, and the Adept cannot use that power until that level.

No techniques provoke attacks of opportunity unless specifically stated. Force powers are not affected by spell resistance (Su. ability). The DC for saving against a Force Adepts effects is 10 + (1/2 Adept level) + wisdom mod.

Telekinesis: At level 1 all Force Adepts get this skill for free. Swift action to activate, but the object still takes a full round to travel. Range: 70ft + 5ft /3 levels. Base cost: 1FP/round. The Adept may move (in any direction) unattended objects of 100lbs per level of Adept. Speed is 30ft a round. Enhancements: +FP1- +200lbs …FP4- +800lbs (i.e. 5FP/round). Adepts do not regenerate any FP while this is being used.
Techniques:

4th level Force Hold (Standard action) 70ft + 5ft /3 levels. Cost 2FP. The Adept reaches out and constricts his target with invisible force. Str check vs Adepts DC. Large creatures get a +1, huge a +2, to resist etc. If they are flying or in mid air they have a -2 to resist. If the creature has extra appendages they get a +1 bonus.

If the Adept wins the target is immobilized and takes 2d6 (3d6 at 10th, and 4d6 at 16th) + ½ Adept’s level points of force damage. They take additional points of force damage for every 5 they fail on the DC. If they win they only take half damage and do not become immobilized. If flying they fall. The Adept can pay the cost again and choose to maintain his Force Grip on his next turn as a free action (unless they won the first time) they may attempt another roll to escape. He must remain within range. Enhancement: FP1- +2DC …FP4- +8DC

6th level Force Lightning Cost 3FP. Standard action, ranged touch attack (using wisdom in place of dexterity), 50ft + 5ft /3lvls. 4d8 (+ 2d8 /4lvls over 6th) (max 10d8 at level 18) + Adept’s level points of force damage. Enhancement: FP1- +10 force damage…FP4- +40 force damage. Force Lightning draws upon hatred, either the subjugation or the empowerment of it. Either way, to have so much hatred within, the Adept must be walking the path of evil to use this power.

Force Healing standard action Cost- 3FP. Heals 3hp, base increases by 3hp at every odd level. Range: touch, provokes AoOs. Special: This technique stitches together flesh and is not a true curative spell, so this can only be used once per person, until that person takes new damage equal to his last heal (so it also works on warforged and such but does not damage undead). Enhancement: FP1- +1hp base (4hp base per odd level)…FP4- +4hp base (max enhanced healing possible at level 20: 70 hp.) Force Healing draws upon harmony, evil Adept’s are too turbulent to use this power.

The second way an Adept may use this power is to greatly speed his own healing. Out of combat he may attempt a Healing Meditation. It takes one hour, if he isn’t disrupted he goes back to full health. He cannot use this on anyone else. FP1- Only needs to meditate 50 minutes …FP4- Only needs to meditate 20 minutes. Special: While he is meditating in this way he does not regain FP.

He is vaguely aware of his surroundings, DC 15 perception check to notice a wild event such as combat 20-40 ft away, one check per round, +5 to the DC for every additional 10 feet beyond 40ft. If combat (or equivalent) is going on within 15ft, DC 5. His battle precognition applies in this state.

4th level Force Push (Standard action) Cost 2 FP. 70ft + 5ft /3lvls. He may target one enemy and push them violently away. The creature makes a strength roll vs Adept’s DC. Large creatures get a +1, huge a +2, to resist etc. If they have extra legs, or are exceptionally sturdy they get a +1 to resist. If they are flying or in mid air they have a -2 to resist.

If the Adept wins he pushes the creature at least 4 squares, but for every 5 he wins by he can choose to push the creature through another square. For every 5 they win by, they go back 1 less square (and do not fall prone.) The creature takes 1d6 points of force damage per square (2d6 at 10th, and 3d6 at 16th) and then falls prone. Additional damage if they hit a barrier (equal to one square of extra damage.) Even if they stop at a barrier, they still take the equivalent number of squares in damage. If the creature is flying they are knocked out of the air. Enhancements: FP1- +2 DC,… FP4- +8 DC.

The second way he may use this is to target an inanimate object and hurl it at an enemy. The direction can be skewed, so long as it is generally away from the Adept. Unattended objects of 5lbs /lvl of Adept. Damage is 1d20 (blunt, piercing…etc depending on object) per 3 levels of Adept (so 6d20 max) + Adept’s level in force damage vs AC. Adept uses wisdom in place of dexterity for attack roll. Enhancements: +FP1- +2 to hit …FP4- +8 to hit.

4th level Force Pull (Standard action) Cost 2 FP. 70ft + 5ft /3lvls. He may choose one enemy to pull toward him. The creature makes a strength check vs Adept’s DC. Large creatures get a +1, huge a +2, to resist etc. If they are flying or in mid air they have a -2 to resist. If the creature has extra legs or is exceptionally sturdy they get a +1 bonus.

If the Adept wins he pulls the creature at least 4 squares, but for every 5 he wins by he can choose to pull the creature through another square. For every 5 they win by, they go back 1 less square (and do not fall prone.) The creature takes 1d6 force damage per square (2d6x at 10th, and 3d6x at 20th) and then falls prone. Additional damage if they hit a barrier (equal to one square of extra damage.) Even if they stop at a barrier, they still take the equivalent number of squares in damage. If the creature is flying they get knocked to the ground. Enhancements: FP1- +2 DC,… FP4- +8 DC.

The second way he may use this is to attempt to disarm. Opponent rolls a strength check of d20 + str mod. If the opponent can hold on with two or more hands he gets a +4. If the Adept is successful the weapon ends up 20 feet away from the opponent. Enhancements: FP1- +2 bonus…FP4- +8 bonus to DC.

6th level Force Speed (swift action) Cost 3FP. For three rounds he can move much faster than normal; 20ft, +1 AC dodge bonus, and he gets one extra melee attack at highest hit/BAB. Does not stack with haste type effects. Per extra FP he gets +10 ft move speed and +1AC.

Force Agility Cost 2FP per round. Used as part of an action, as a free action, or as an immediate action. Gain acrobatics equal to 10 + levels in Adept. FP1- +5…FP4- +20 It is also possible to use this to jump up and attack a flying creature.

Special: He can jump farther than he can move (if applicable) and he ignores fall damage equal to his max acrobatics x2 in feet. He does not need a running start, his max jump distance (vertical or horizontal) is the same and equal to his acrobatics skill + Force Agility (in feet), but only when using this technique.

Jump Attack: He can use this in place of a 5-foot step and combine this for a full attack if his target is within his Force Agility leap distance (similar to Pounce.) However, when determining the distance for a jump attack, do not add in his acrobatics skill. So the maximum distance he can jump attack is only equal to his Force Agility and not in addition to his acrobatics skill. Does not stack with Force Focus.

Force Deflect Cost 2FP. Immediate action. Attempts to block a melee or missile attack (such as arrows or swords). Can only be attempted once per turn (can’t be used on the same turn as Force Absorb). Roll a normal melee attack; if his equals or exceeds his opponent’s then he blocks it.

Enhancements: 1FP- +2, 2FP- +4, 3FP- +6, 4FP- +8 to hit/block.
Force Absorb Cost 3FP. Absorbs up to a certain amount of damage from a ranged attack that does energy or force damage (scorching ray, magic missile, inflict moderate wounds, orb of X, etc.) May only attempt once per turn (can’t use on the same turn as Force Block). The Force Adept rolls d20 + wisdom mod + (1/2 Adept’s level) versus opponents spell DC (usually 10 + spell level + mod.) It can absorb up to 5 points of damage per Adept level. If successful he regains 5FP as he absorbs the energy. FP1- add additional 3xlevel in absorption (8xlevel) and +2 to roll…FP4- as FP1 but +8 to overcome DC. Special: only works on attacks that directly target the Force Adept with damage, AoEs such as Fireball cannot be absorbed.
Force Focus Cost 3FP. Free Action. Choose a usable skill to receive a bonus equal to ½ the Force Adept’s level +2 for a single roll. +1 for each extra FP used.

8th level Force Mind Trick Cost 3 FP, Standard action, Range 50 feet + 5ft /2 levels. Will save negates. He attempts to briefly dominate a creature. The effect lasts for 1d4 rounds + wisdom mod. However, if it is something that would normally be in their nature, such as “I should go home and check on my family” and they haven’t been attacked, then they continue carrying out the order (DM’s discretion). Only simple commands can be inputted such as, “Sit down” or “Attack him” if there is a language barrier. It lasts 1 extra round and the DC increases by 2 for each extra FP used.

Secondary use: Cost 3 FP. Use on an ally under the effects of compulsion,dominate, fear, etc. to free them. FP1- give them immunity X (wis mod) rounds to such, FP2- As FP1 but cures one additional mind affliction, FP3- As FP2, but increase rounds to wisdom mod + 4, FP4- As FP3, but cures two additional effects. Does not work on geas or feeblemind etc.

Force Strength Cost 2FP Make a melee attack backed with Force power. Lasts one round or until discharged. Gives a bonus to damage equal to the Force Adept’s level. Enhancement: FP1- +1 damage, FP2- + 3, FP3, +5, FP4 +7 damage. Special: bonus can only be applied once per round and is used as part of another action, can be discharged on any hit. Stacks with power attack, et al.

Secondary use: May activate it to increase a strength check for a single roll. Equivalent to adding ½ the Adept’s level in strength mod. FP1- +1 to roll…FP4- +4 to roll.

Force Throw Standard action. Cost 2FP. 40ft + 5ft /3 levels. He throws his Force Weapon and it returns to his hand. Roll the attack(s) as normal as if it was normal melee range. Enhancement: FP1- May make one more attack (if there is another available from haste, BAB, or such)…FP4- May make up to 5 attacks total. Special: Cannot be enhanced by Force Strength, Power Attack, et al.

Force Explosion Standard action. Cost 2FP. The Adept radiates a nova of force centered on him, out to 15 ft, and knocks creatures back 1 square. 1d6 points of force damage (+1d6 every odd level after 1st). No save. FP1- knocks creatures back 1 additional square, FP2- as FP1 but the blast is shaped so as not to hit allies, FP3- as FP2 +2d6 damage, FP4- as FP3, +4d6 damage, knocks back a total of 3 squares.

Kobold-Bard
2011-01-21, 01:13 PM
{table]
Level|
BAB|
Fort|
Ref|
Will|
Special
1|x|x|x|x|x[/table]

That's the beginning of a table for the class. Bold headings and break up paragraphs, put a spoiler around the whole thing if you think it's too long.

No one will read this as it is.

randomhero00
2011-01-21, 01:37 PM
There, that should be good. If you can't figure out the table.... full bab, poor, good good save.

The rest is mentioned below that I bolded for ya.