OutlawJT
2011-02-02, 05:26 PM
This is my first go at trying to homebrew anything for 4th addition so please be kind with your critiques/suggestions. I am building this class for actual use in a game I will be joining next Friday (the 11th). Here is the class basics. Powers to follow later (though most will be slightly altered versions of powers from other classes).
Jedi
Class Traits
Role: Defender. You are a versatile combatant who combines mastery of the force and of the Jedi's
signature weapon, the lightsaber, to protect your allies and the innocent. Your versatile abilities
make Leader, Striker, and Controller viable secondary roles.
Power Source: the Force. You tap into the very essence of life that connects the universe to hone
your mind and body to their peak.
Key Abilities: Wisdom, Dexterity, Charisma
Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple melee, simple ranged, military light and heavy blades, superior melee
(lightsaber)
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 9 + Constitution modifier
Trained Skills: the Force. From the class skills lists below, choose four more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Diplomacy (Cha), Heal (Wis),
Insight (Wis), Perception (Wis)
Guardian Skill: Endurance (Con)
Consular Skill: History (Int)
Sentinel Skill: Stealth (Dex)
Build Options: Jedi Guardian, Jedi Consular, Jedi Sentinel
Class Features: Move Light Object, Jedi Reflexes, Jedi Focus
Move Light Object:
At-Will * the Force, Telekinetic
Minor Action Ranged 10
Effect: Using the Force, you can telekinetically move an object weighing up to 20 pounds or
manipulate an item that requires less than 20 pounds of force to operate. If you have a free hand you
can open and/or steady a pack, pouch, sheath, or quiver you can move the object into that container
as part of the minor action. Using this ability as a move action allows you to move an object up to
range 20 instead of range 10. Using this ability as a standard action allows you to throw an object up
to range 20 (this ability cannot be used to make a damaging attack, but can be used to create a
distant clattering sound or forcefully grab somethings attention).
If a Jedi uses this ability to call their lightsaber to them, they may also ignite the lightsaber
as part of that action. A Jedi may even use this ability to move a lightsaber they themselves have
constructed while it is attended by another individual or container with an opposed check of the
Jedi's wisdom versus the strength of the individual or container holding the lightsaber. This part of
the move light object ability can only be done up to the original range increment. You can't use a
greater action (move or standard) to increase this range.
Sustain Minor: You can sustain move light object as long as you maintain line of sight with the object
or item you are using it on.
Jedi Reflexes
While you are conscious and wearing light or no armor, your connection to the Force makes you alert to everything around you.
This alertness provides a +1 bonus to AC and Reflex defense. While wielding an ignited lightsaber, that bonus improves to +3, though the additional +2 bonus to reflex only applies against powers or abilities that target the Jedi's reflex defense individually.
If you become unconscious, your Jedi Reflexes disappear. You can restore them by taking a short or extended rest.
Jedi Focus
Through the Force, you can form a connection to a foe, allowing you to sense their intentions so that you may react swiftly when they target your allies.
Choose one of the following Jedi Focuses. Their associate powers are detailed in full below.
Guardian Focus: You leap to the attackers side, lightsaber at the ready, forcing them to either redirect the attack at you or feel the slicing sting of your blade. The power associated with this focus is 'Guardian Leap'.
Consular Focus: Using the Force you erect a shield to partially deflect some of the damage of an incoming attack. The power associated with this focus is 'Force Shield'.
Sentinel Focus: Using the Force you influence their mind to make them sluggish and clumsy. The power associated with this focus is 'Force Haze'.
Focus Powers: Guardian Leap
At-Will * the Force, Teleportation
Minor Action Range 10
Target: One creature in line of sight or line of effect
Effect: You mark the target. The target remains marked until you use this power against another
target. If you mark other creatures using other powers, the target is still marked. A creature cam be
subject to only one mark at a time. A new mark supersedes a mark that was already in place.
If your marked target makes an attack that doesn't include you as a target, it takes a -2 penalty to
attack rolls. Additionally, if the marked target is within 10 squares of you, you can use an immediate
interrupt to teleport to a square adjacent to the target. If you do so the target must either redirect it's
attack against you or take damage equal to your Dexterity modifier ignoring all resistances it may
have. In the case of an area of effect attack where it can't be redirected to exclude at least one
targeted ally the marked target automatically takes the damage. If no unoccupied space exists
adjacent to the target, you can't use this immediate interrupt.
At 11th level, increase the damage dealt to the target to 5 + your Dexterity modifier. At 21st level,
increase the damage dealt to the target to 10 + your Dexterity modifier.
Force Shield
At-Will * the Force
Minor Action Range 10
Target: One creature in line of sight or line of effect
Effect: You mark the target. The target remains marked until you use this power against another
target. If you mark other creatures using other powers, the target is still marked. A creature cam be
subject to only one mark at a time. A new mark supersedes a mark that was already in place.
If your marked target makes an attack that doesn't include you as a target, it takes a -2 penalty to
attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an
immediate interrupt to reduce the damage dealt by that attack to any one creature by an amount
equal to 5 + your Charisma modifier.
At 11th level, reduce the damage dealt by 10 + your Charisma modifier. At 21st level, reduce the
damage dealt by 15 + your Charisma modifier.
Force Haze
At-Will * the Force
Minor Action Range 10
Effect: You mark the target. The target remains marked until you use this power against another
target. If you mark other creatures using other powers, the target is still marked. A creature cam be
subject to only one mark at a time. A new mark supersedes a mark that was already in place.
If your marked target makes an attack that doesn't include you as a target, it takes a -2 penalty to
attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an
immediate reaction to impede them. The target is slowed and cannot shift until the end of its turn.
Additionally it grants combat advantage to all allies adjacent to it until the end of your next turn.
Jedi
Class Traits
Role: Defender. You are a versatile combatant who combines mastery of the force and of the Jedi's
signature weapon, the lightsaber, to protect your allies and the innocent. Your versatile abilities
make Leader, Striker, and Controller viable secondary roles.
Power Source: the Force. You tap into the very essence of life that connects the universe to hone
your mind and body to their peak.
Key Abilities: Wisdom, Dexterity, Charisma
Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple melee, simple ranged, military light and heavy blades, superior melee
(lightsaber)
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 9 + Constitution modifier
Trained Skills: the Force. From the class skills lists below, choose four more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Diplomacy (Cha), Heal (Wis),
Insight (Wis), Perception (Wis)
Guardian Skill: Endurance (Con)
Consular Skill: History (Int)
Sentinel Skill: Stealth (Dex)
Build Options: Jedi Guardian, Jedi Consular, Jedi Sentinel
Class Features: Move Light Object, Jedi Reflexes, Jedi Focus
Move Light Object:
At-Will * the Force, Telekinetic
Minor Action Ranged 10
Effect: Using the Force, you can telekinetically move an object weighing up to 20 pounds or
manipulate an item that requires less than 20 pounds of force to operate. If you have a free hand you
can open and/or steady a pack, pouch, sheath, or quiver you can move the object into that container
as part of the minor action. Using this ability as a move action allows you to move an object up to
range 20 instead of range 10. Using this ability as a standard action allows you to throw an object up
to range 20 (this ability cannot be used to make a damaging attack, but can be used to create a
distant clattering sound or forcefully grab somethings attention).
If a Jedi uses this ability to call their lightsaber to them, they may also ignite the lightsaber
as part of that action. A Jedi may even use this ability to move a lightsaber they themselves have
constructed while it is attended by another individual or container with an opposed check of the
Jedi's wisdom versus the strength of the individual or container holding the lightsaber. This part of
the move light object ability can only be done up to the original range increment. You can't use a
greater action (move or standard) to increase this range.
Sustain Minor: You can sustain move light object as long as you maintain line of sight with the object
or item you are using it on.
Jedi Reflexes
While you are conscious and wearing light or no armor, your connection to the Force makes you alert to everything around you.
This alertness provides a +1 bonus to AC and Reflex defense. While wielding an ignited lightsaber, that bonus improves to +3, though the additional +2 bonus to reflex only applies against powers or abilities that target the Jedi's reflex defense individually.
If you become unconscious, your Jedi Reflexes disappear. You can restore them by taking a short or extended rest.
Jedi Focus
Through the Force, you can form a connection to a foe, allowing you to sense their intentions so that you may react swiftly when they target your allies.
Choose one of the following Jedi Focuses. Their associate powers are detailed in full below.
Guardian Focus: You leap to the attackers side, lightsaber at the ready, forcing them to either redirect the attack at you or feel the slicing sting of your blade. The power associated with this focus is 'Guardian Leap'.
Consular Focus: Using the Force you erect a shield to partially deflect some of the damage of an incoming attack. The power associated with this focus is 'Force Shield'.
Sentinel Focus: Using the Force you influence their mind to make them sluggish and clumsy. The power associated with this focus is 'Force Haze'.
Focus Powers: Guardian Leap
At-Will * the Force, Teleportation
Minor Action Range 10
Target: One creature in line of sight or line of effect
Effect: You mark the target. The target remains marked until you use this power against another
target. If you mark other creatures using other powers, the target is still marked. A creature cam be
subject to only one mark at a time. A new mark supersedes a mark that was already in place.
If your marked target makes an attack that doesn't include you as a target, it takes a -2 penalty to
attack rolls. Additionally, if the marked target is within 10 squares of you, you can use an immediate
interrupt to teleport to a square adjacent to the target. If you do so the target must either redirect it's
attack against you or take damage equal to your Dexterity modifier ignoring all resistances it may
have. In the case of an area of effect attack where it can't be redirected to exclude at least one
targeted ally the marked target automatically takes the damage. If no unoccupied space exists
adjacent to the target, you can't use this immediate interrupt.
At 11th level, increase the damage dealt to the target to 5 + your Dexterity modifier. At 21st level,
increase the damage dealt to the target to 10 + your Dexterity modifier.
Force Shield
At-Will * the Force
Minor Action Range 10
Target: One creature in line of sight or line of effect
Effect: You mark the target. The target remains marked until you use this power against another
target. If you mark other creatures using other powers, the target is still marked. A creature cam be
subject to only one mark at a time. A new mark supersedes a mark that was already in place.
If your marked target makes an attack that doesn't include you as a target, it takes a -2 penalty to
attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an
immediate interrupt to reduce the damage dealt by that attack to any one creature by an amount
equal to 5 + your Charisma modifier.
At 11th level, reduce the damage dealt by 10 + your Charisma modifier. At 21st level, reduce the
damage dealt by 15 + your Charisma modifier.
Force Haze
At-Will * the Force
Minor Action Range 10
Effect: You mark the target. The target remains marked until you use this power against another
target. If you mark other creatures using other powers, the target is still marked. A creature cam be
subject to only one mark at a time. A new mark supersedes a mark that was already in place.
If your marked target makes an attack that doesn't include you as a target, it takes a -2 penalty to
attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an
immediate reaction to impede them. The target is slowed and cannot shift until the end of its turn.
Additionally it grants combat advantage to all allies adjacent to it until the end of your next turn.