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Flik9999
2013-02-09, 09:28 PM
Hey guys I am playing in a Rogue Trader starwars campaighn. We tried out the DH psycher with 5000 xp but that simply did not work. (Jedi had swift attack already)

I have developed a rogue trader Jedi class now just want some feedback on it.





Jedi
Characteristic Simple Intermediate Trained Expert
WS 100 250 500 750
BS 500 750 1000 2500
S 500 750 1000 2500
T 500 750 1000 2500
Ag 250 500 750 1000
Int 250 500 750 1000
Per 100 250 500 750
Will 100 250 500 750
Fel 250 500 750 1000

Starting Skills: Psiniscience, Awareness, Speak Language(Galactic Common), Deceive, dodge, Literacy.
Starting Talents: Melee weapon proficiency (Primitive), Las Pistol proficiency, Lightsaber Proficiency, Lightsaber Familiarity, Force Evasion, Force Rating 1, Force Rating 2, Force Harmony, Lightsaber Parry, Greater Force Harmony or Greater Lightsaber parry

Rank 1
Advance Cost Type Prerequisite
Greater Force Harmony 100 Talent Force Harmony
Greater Lightsaber Parry 100 Talent Lightsaber Parry
Concealment 100 Skill
Dodge 100 Talent
Unremarkable 100 Talent
Sleight of Hand 200 Skill
Quick Draw 100 Talent
Ambidexterity 100 Talent AG30
Two Weapon Wielder(melee) 100 Talent
Sound Constitution (X1) 200 Talent
Paranoia 100 Talent
Swim 100 Skill
Climb 100 Skill
Charm 100 Skill
Minor Force Power(X2) 100 Talent Force Rating 1
Sleight of hand 200 Skill
Meditation 100 Talent
Drive (Ground Vehicle) 200 Skill
Pilot(Flyers) 200 Skill
Force Rating 3 200 Skill



Rank 2
Advance Cost Type Prerequisite
Blather 200 Skill
Barter 200 Skill
Commerce 300 Skill
Awareness +10 200 Skill Awareness
Dodge +10 200 Skill Dodge
Meditation 200 Talent
Search 200 Skill
Scrutiny 200 Skill
Blind Fighting 200 Talent
Combat Sense 200 Talent
Survival 200 Skill
Intimidate 200 Skill
Climb +10 200 Skill Climb
Foresight 200 Talent
Heightened Senses(Sound) 200 Talent
Navigation (Surface) 200 Skill
Major Force Power 200 Talent
Scholastic lore (Jedi) 200 Skill
Jaded 300 Talent
Inquire 200 Skill
Rank 3
Advance Cost Type Prerequisite
Awareness +20 200 Skill
Sleight of Hand +10 200 Skill
Swim +10 200 Skill
Charm +10 200 Skill
Deceive +10 200 Skill
Inquire +10 200 Skill
Common Lore(War) 200 Skill
Concealment +10 200 Skill
Scrutiny +10 200 Skill
Psiniscience +10 200 Skill
Evaluation 200 Skill
Command 200 Skill
Intimidate +10 200 Skill
Logic 200 Skill
Disguise 200 Skill
Sound Constitution 200 Talent
Die Hard 300 Talent
Minor Force Power 100 Talent
Major Force Power 200 Talent
Force Rating 4 500 Talent Force Rating 3

Rank 4
Advance Cost Type Prerequisite
Swift Attack 500 Talent
Crushing Blow 500 Talent
Dodge +20 200 Skill
Sprint 500 Talent
Concealment +20 200 Skill
Scrutiny +20 200 Skill
Deceive +20 200 Skill
Logic +10 200 Skill
Charm +20 200 Skill
Counter Attack 500 Talent
Sound Constitution 200 Talent
Disguise +10 200 Skill
Pilot (Spaceship) 300 Skill
Extra Force Power (X2) 200 Talent
Form I 500 Talent
Form II 500 Talent
Form III 500 Talent
Form IV 500 Talent
Lightsaber Mastery 500 Talent
Force Rating 5 500 Talent








No perils of the warp, but must spend 1 Fate to activate power, powers restricted to suit setting

Lightsaber (no quality), 1d10+4E, 4pen, unwieldy, power field, two-handed, Inaccurate, Not effected by strength.

New Talents:
Force Rating 1: Learn a number of Minor Psychic Powers equal to half your WP bonus (at time of purchase, rounded up), also add your Force Rating to all damage rolls (remember powers must suit setting), you also gain 1 Fate point
Force Rating 2: Learn a number of Minor Psychic powers equal to half your WP bonus (at time of purchase, rounded up), you also gain 1 Fate point
Force Rating 3: Learn one power from any Psychic discipline (setting appropriate still), you also gain 1 Fate point
Force Rating 4: Learn a number of powers equal to half your WP bonus (at time of purchase, rounded up) from any discipline, you also gain 1 Fate point
Lightsaber Proficiency: you gain normal proficiency with a Lightsaber
Lightsaber Familiarity (requires Lightsaber Proficiency and Force Rating 1): in your hands a Lightsaber loses the Two-handed, Unwieldy and Inaccurate qualities and gains the Balanced quality, if you choose to wield the Lightsaber two-handed then it deals +1 damage and gains +1Pen
Force Evasion (requires Force Rating 1): If you are wearing no armour, you can apply your Force Rating as Damage Reduction to all locations; this DR ignores Penetration from weapons
Force Harmony (requires Force rating 1): as a Half action on any turn in which you use a Fate point, you may roll a Basic Willpower Test, on a success you regain the spent Fate Point
Greater Force Harmony (requires Force Harmony): as a Half action on any turn in which you spend a Fate point you can roll a WP test to regain the spent Fate point, or as a Free action you can make a Basic WP test towards the same result on a success
Lightsaber Parry (requires Lightsaber Familiarity): Parry blaster shots with WS as a reaction, on a natural 1 the deflected bolt hits a target of the GMs choice dealing damage as though the target was hit by a blaster
Greater Lightsaber Parry (requires Lightsaber Parry): When parrying blaster shots you can make a BS check to deflect the shot at a specific target

Jedi Forms: Once a Jedi has become fully trained they can learn the proper forms of the art. Most Jedi only learn one form but some such as Qui-Gonn-Jinn have mastered numerous forms. When fighting with a lightsaber the players gets bonuses based on their form.

Form I Shii-Cho: +5 WS when using a lightsaber, both parry and attack.
Form II Makashi: +10 WS when parrying.
Form III Soresu: Can Decide not to attack to get additional lightsaber parrys (1 if you could standard attack, 2 if you could swift attack)
Form IV Ataru: +20 WS when attacking, cannot parry blaster attacks

Lightsaber Mastery: You have trained your mind and body with the lightsaber for so long you are one. Add your WP bonus to damage rolls.