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Zaydos
2014-02-03, 06:58 PM
Just a quick and dirty Jedi class based primarily on the movies (might have expanded mind trick, telekinesis, and deflecting bolts a bit), very little to nothing from the games. Is meant to work for Jedi or Sith, and Force Lightning will be added as a feat.

Alignment: Any.
Hit Die: d10
Starting Gold: 1d4+1 x 10 + Masterwork Lightsaber.

Class Skills
The Jedi's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (religion) (Int), Sense Motive (Wis), Swim (Str), Tumble (Dex), .

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

JEDI


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+2

+2
Lightsaber Duelist, Intuitive Defense, Telekinesis (Far Hand), Deflect Arrows, Guided Strike 1/day


2nd

+2

+3

+3

+3
Evasion, Force Acrobatics (+2)


3rd

+3

+3

+3

+3
Deflect Rays, Uncanny Dodge, Intuitive Defense (+1)


4th

+4

+4

+4

+4
Lightsaber Adept +1d6, Telekinetic Hurl, Guided Strike 2/day


5th

+5

+4

+4

+4
Force Acrobatics (+4), Force Jump (always running), Extra Deflection (2/round)


6th

+6

+5

+5

+5
Force Sensitivity, Improved Uncanny Dodge, Intuitive Defense (+2)


7th

+7

+5

+5

+5
Mind Trick, Shared Deflection, Guided Strike 3/day


8th

+8

+6

+6

+6
Lightsaber Adept (+2d6), Force Acrobatics (+6), Telekinetic Maneuver


9th

+9

+6

+6

+6
Improved Evasion, Extra Deflection (3/round), Intuitive Defense (+3)


10th

+10

+7

+7

+7
Never Flat-Footed, Force Jump (swift action), Guided Strike 4/day


11th

+11

+7

+7

+7
Force Acrobatics (+8), Protecting Saber, Telekinetic Crush


12th

+12

+8

+8

+8
Lightsaber Adept +4d6, Intuitive Defense (+4)


13th

+13

+8

+8

+8
Improved Mind Trick, Extra Deflection (4/round), Guided Strike 5/day


14th

+14

+9

+9

+9
Force Acrobatics (+10), Never Surprised, Force Divination


15th

+15

+9

+9

+9
Force Jump (double distance), Intuitive Defense (+5), Telekinetic Wave, Improved Protecting Saber


16th

+16

+10

+10

+10
Lightsaber Adept +4d6, Telekinesis (Size Matters Not), Guided Strike 6/day


17th

+17

+10

+10

+10
Force Acrobatics (+12), Endless Deflection


18th

+18

+11

+11

+11
Improved Divination, Intuitive Defense (+6)


19th

+19

+11

+11

+11
Grand Mind Trick, Guided Strike 7/day


20th

+20

+12

+12

+12
Lightsaber Adept +5d6, Force Acrobatics (+14),Greater Telekinetic Crush



Class Features
All of the following are class features of Jedi.

Weapon and Armor Proficiencies: A Jedi is proficient in simple weapons and lightsabers. They gain no armor or shield proficiencies.

Lightsaber Duelist (Ex): A Jedi learns to wield their lightsaber with exquisite grace and skill. When wielding a lightsaber a Jedi may use their Wisdom modifier instead of their Strength modifier for attack and damage. In addition when a character gains their first level of Jedi they gain a masterwork lightsaber for free.

Lightsaber: One handed exotic melee weapon. Deals 2d6 damage, with a 19-20/x2 critical. It weighs 1 lb and deals fire damage by default. Cost: 200 GP.

Intuitive Defense (Ex): As long as they are unarmored and not wearing a shield and carrying no more than a light load a Jedi may add their Wisdom modifier to their AC. This bonus is retained even if they are flat-footed, but is lost if they are completely immobilized. This bonus increases by +1 per three Jedi levels they obtain.

Telekinesis (Far Hand) (Sp): As a standard action a Jedi may move an unattended object or willing creature weighing up to 5 lbs per class level and within 20-ft per class level 20-ft. At 5th level this weight limit and range limit is doubled. At 10th level the weight limit increases to 25 lbs per class level, and the range increases to 80-ft per class level. At 15th level the weight limit increases to 50 lbs per class level. At 20th level the weight limit increases to 100 lbs per class level. This is the equivalent of a 1st level spell, increasing by one spell level for every 5 Jedi levels you obtain (it is the equivalent of a 5th level spell at 20th level).

Deflect Arrows (Ex): A Jedi gains deflect arrows as a bonus feat and may use it with a lightsaber.

Guided Strike (Su): The force guides a Jedi’s blows in moments of great need. 1/day a Jedi may activate this ability as part of making an attack roll to add the better of their Wisdom modifier or class level as an Insight bonus to an attack roll. At 4th level, and every 3rd level thereafter, a Jedi gains an extra daily use of this ability.

Evasion (Ex): At 2nd level a Jedi gains Evasion as the rogue ability of the same name.

Force Acrobatics (Su): At 2nd level a Jedi may use the force to aid them in feats of leaping and battlefield movement. A Jedi gains a +2 bonus to Balance, Jump, and Tumble checks, this bonus increasing by +2 at 5th level and every 3rd level thereafter. In addition a Jedi’s reflexes are aided by the force and they gain half this bonus as an insight bonus to Initiative.

Deflect Rays (Ex): At 3rd level a Jedi gains the ability to use their deflect arrow ability to deflect rays.

Uncanny Dodge (Ex): At 3rd level a Jedi gains Uncanny Dodge as the Rogue ability.

Lightsaber Adept (Ex): At 4th level a Jedi becomes skilled enough with a lightsaber they may deal regular damage instead of fire damage (ignoring 5 points of DR unless it’s DR /-) and deal an additional 1d6 damage per attack with a lightsaber. This increases by 5 points of DR and 1d6 damage at 8th level and every 4th level thereafter (ignore 25 points of DR and +5d6 damage at 20th).

Telekinetic Hurl (Sp): At 4th level a Jedi becomes able to telekinetically hurl objects with enough force to use them as weaponry. Hurling an object has a range of 100-ft from where the object is, and the object must be within 20-ft of you per Jedi level. You may hurl up to one objects per Jedi level weighing a total of 25 lbs per class level. To strike with these objects requires a ranged attack roll (using your Wisdom modifier instead of your Dexterity). Hurled weapons deal damage as their standard damage (your strength bonus does not apply; arrows or bolts deal damage as daggers), but weapons require more finesse and control each counting as two objects, plus one object per 2 size categories above medium. This is the equivalent of a 3rd level spell.

Force Jump (Su): A Jedi gains the ability to use the force to make stupendous jumps. At 5th level this allows them to always be treated as if they had a running start for jumps. At 10th level they may make a Jump as a swift action each round. At 15th level their jumping distance doubles, and whenever they make a jump check to move the distance is treated as double.

Extra Deflection (Ex): A Jedi’s reflexes are not limited to merely one arrow, or ray, a round. Beginning at 5th level a Jedi gains an extra use of Deflect Arrows each round, gaining another extra use each round at 9th, and 13th level.

Force Sensitivity (Su): A Jedi gains the ability to peer into possible futures. Beginning at 6th level a Jedi can use Augury as a spell-like ability once per day, using their Jedi level +2 as their caster level. In addition you can sense when creatures die, the more creatures to do so the further they can feel it; a Jedi can feel it if a single creature dies within 10-ft per class level. For larger scale slaughters a Jedi might sense it far further away, a village being razed could be sensed on a scale of miles, a city across a continent, and a full metropolis felt from across the world.

Improved Uncanny Dodge (Ex): At 6th level a Jedi gains Improved Uncanny Dodge as a rogue of their level.

Mind Trick (Sp): Beginning at 7th level a Jedi may influence the minds of others. As a spell-like ability, equivalent to a 3rd level spell, they may attempt one of several effects. They may gain a +30 to Bluff checks made to convince a creature of your words, make a creature obey a single command (as command spell), issue a suggestion (as suggestion spell), or cause a creature to hear an illusory sound (as Ghost Sound spell). Any of these uses allow the target to make a Will save (DC 13+ your Wisdom modifier), if a creature successfully saves against this effect they are rendered immune to your mind tricks for 1 hour. These are all mind-affecting effects with a range of 25 ft + 5 ft per 2 Jedi levels which allow spell resistance.

Shared Deflection (Ex): At 7th level a Jedi gains the ability to deflect arrows (and rays) directed against other creatures within their melee reach. They may use deflect arrows to protect other creatures within their melee reach.

Telekinetic Maneuver (Sp): At 8th level a Jedi gains the ability to trip, bull rush, and disarm enemies telekinetically. This functions as a disarm, trip, or bull rush attempt made with your BAB (if relevant) and your Wisdom modifier in place of your Strength or Dexterity modifier and you are considered large if it would be beneficial, this increases to huge at 16th level. They can use this ability at a range of up to 10-ft per Jedi level. This is the equivalent of a 4th level spell. You may apply the bonus to such checks from the relevant Improved X feat, but you do not gain the free attack with Improved Trip, if bull-rushing you may follow the target for the full distance.

Improved Evasion (Ex): At 9th level a Jedi gains the Improved Evasion ability as the rogue ability of the same name.

Never Flat-Footed (Su): Beginning at 10th level a Jedi is never considered flat-footed even if they have not already acted or are surprised (allowing them to use immediate actions, make attacks of opportunity, or use Deflect Arrows).

Protective Saber (Ex): Beginning at 11th level a Jedi can use their deflect arrows ability to allow an ally within melee reach to gain the advantages of their Improved Evasion feat and use the Jedi’s Reflex save, if it is better than their own, in place of their own Reflex save. Each time a Jedi uses this ability they use two uses of their Deflect Arrow ability for that round.

Telekinetic Crush (Sp): A Jedi can telekinetically grapple and crush enemies. Beginning at 11th level a Jedi may, as a spell-like ability grapple a creature within 10-ft per Jedi level telekinetically (this allows spell resistance), a Jedi may even maintain pins with this ability and uses their Wisdom as their Strength for the purposes of the grapple checks, gaining a bonus to the check equal to ½ their class level. A Jedi grappling in this way deals 1d8 damage per two Jedi levels + Wisdom modifier with a successful grapple check to inflict damage. A Jedi must maintain concentration to use this ability.

Alternatively a Jedi can try to apply the telekinetic force more directly on a creature. This ability has a range of 20-ft per Jedi level. The target is allowed a Will save (DC 15 + Wisdom modifier) and Spell Resistance to resist the effect entirely. If the target fails their Will save they must make a Fortitude save (same DC) or begin choking, taking 1d6 damage per Jedi level you possess and beginning to choke with no rounds of holding their breath for as long as you maintain concentration on this ability; if they succeed their Fortitude save they merely take 1d6 damage per Jedi level you possess. Beginning at 16th level you may choose to instantly kill a creature instead of choking it. This ability does not function on creatures that do not need to breathe or which are immune to critical hits due to type, until 16th level where it can be used on any creature which does not have immunity to critical hits due to type.

Improved Mind Trick (Sp): Beginning at 13th level your Mind-Trick is the equivalent of a 5th level spell (meaning it has a save DC of 15 + Wisdom modifier) and can use their Mind-Trick to affect a number of creatures within range equal to the lower of ½ their Jedi level or their Wisdom modifier.

Never Surprised (Su): Beginning at 14th level a Jedi is never surprised always getting to act in a surprise round (in an ambush situation this is represented as a vague sense of DANGER! DANGER!).

Force Divination (Su): Beginning at 14th level a Jedi may use Divination as a spell-like ability 1/day and may sense the presence of other Jedi within 10-ft per (Jedi level you possess times Jedi level they possess), even locating their exact location (as blindsense without need for line of effect) within 5 ft per Jedi level you possess. In addition your ability to sense death improves (100-ft per hit dice of a creature, a village to a range of 10s of miles, a city across a world, a metropolis across a solar system, and a major planar city across the planes).

Telekinetic Wave (Sp): Beginning at 15th level a Jedi may release a wave of telekinetic force within a 30-ft cone which knocks creatures back 20-ft (-5 ft per size category larger than large) and prone unless they succeed on a Ref save (DC 17 + Wisdom modifier). Whether they succeed or fail at their save they take 1d8 damage per 4 Jedi levels you possess. This is the equivalent of a 7th level spell.

Improved Protecting Saber (Ex): Beginning at 15th level a Jedi may use their protective saber ability on any number of adjacent creatures by only sacrificing 1 per round use of Deflect Arrows.

Telekinesis (Size Matters Not) (Sp): Beginning at 16th level a Jedi may telekinetically lift an object (or willing creature) within 10-ft per Jedi level which weighs up to 5 tons per Jedi level moving it at a rate of 5-ft per full round of concentration. This is equivalent of a 8th level spell.

Endless Deflection (Ex): Beginning at 17th level a Jedi may use their Deflect Arrows ability an infinite times per round to deflect ranged attacks against themselves, and may use it an additional 3 times each round (bringing them to 7 times per round) to protect other creatures with Shared Deflection and (Improved) Protecting Saber.

Improved Divination (Su): Beginning at 18th level a Jedi gains the effects of a Foresight spell continuously and may use Divination as a spell-like ability 3 times per day instead of once. Their ability to sense death improves again allowing individual deaths at a range of 1 mile per 20 HD of the slain creature, villages at a range of 100s of miles, and metropolises across interplanar distances.

Grand Mind Trick (Sp): Beginning at 19th level a Jedi’s mind trick is the equivalent of an 8th level spell (18 + Wisdom modifier Will save to resist) and can be used at a range of 100-ft + 10-ft per class level. In addition a Jedi may now affect the greater of their Wisdom modifier plus their Charisma modifier (if positive) ½ their class level with their mind-trick at once. Finally they may use their Mind-Trick to simulate a Charm Monster spell although with only a duration of 1 day.

Greater Force Crush (Sp): Beginning at 20th level a Jedi may use their Force Crush ability to grapple any number of creatures within range taking a -2 penalty to their grapple check per creature beyond the first to be affected. In addition if using their Force Crush ability to choke or kill a creature they may either use it at infinite range or deny a creature their Will save against the effect.


Feats and assorted extras
Force Lightning
You may channel your hatred and rage into a burst of destructive energy, letting it surge forth as lightning.
Prerequisites: Jedi level 1+, Evil alignment, Charisma 13+.
Benefit:Once per day, plus once per day per 6 character levels you may release all your rage and hatred in a destructive burst of electricity. This takes the form of a ranged touch attack dealing 1d6 electricity damage per Jedi level you possess, or a cone of electricity 5-ft long per 3 Jedi levels you possess which deals 1d10 electricity damage per 2 Jedi levels you possess, a successful Reflex save (DC 10 +1/2 character level + your Charisma modifier) halves.
Special: You may take this feat multiple times, each time after the first adding 1 additional use per day, or 2 if you have at least 11 Jedi levels.

Reflect Rays
You may reflect rays fired at you towards a new target within the original range of the ray.
Prerequisites: Deflect Rays class feature or Fabled Deflection.
Benefit: When you deflect a ray through Deflect Arrows you may reflect it at a target within its range using you as its origin with a -5 penalty to hit. If you can deflect multiple rays you may only reflect rays up to the number of attacks you are allotted due to your Base Attack Bonus and suffer an additional -5 penalty to hit per ray beyond the first.

Double Sided Lightsaber
A double sided lightsaber is a double weapon version of a lightsaber. Jedi do not obtain one for free, and they cost 400 GP, plus any cost to make them masterwork (which is doubled as a double weapon).

Newwby
2014-02-03, 11:49 PM
Purely based on a NWN mod I once created - but how about using a skill-based casting mechanic alongside martial class feats (or the ability to use spells known to augment martial ability to different ends per spell)?

All on board with a 3.5 Jedi homebrew (Dark Jedi and Sith prestige to come?)

Zaydos
2014-02-04, 12:50 AM
Purely based on a NWN mod I once created - but how about using a skill-based casting mechanic alongside martial class feats (or the ability to use spells known to augment martial ability to different ends per spell)?

All on board with a 3.5 Jedi homebrew (Dark Jedi and Sith prestige to come?)

That would be far more work intensive than I'm willing to do for a Jedi class, and rather similar to the Star Wars d20 approach, at least the skill based casting. Now if I was going to make a skill based casting it'd probably be based on Star Wars d20's Force Skills to an extent, with you having a special set of "X Skill points" to put into "X Skills" which would have effects that require so many ranks but were based off of skill checks, and probably be ineligible for things that boost skills (as they aren't actually skills just a mechanically similar subsystem all their own). Ok I wouldn't use the word skill in there at any point for just that reason. As for the other, the closest I'm likely to do is include some feats that allow you to do some tricks in combat with your force powers, such as one to allow you to duplicate Yoda's thrown lightsaber trick.

And going by the movies their powers aren't that different (Force Lightning being the exception and hence I will make it into a feat). For example Luke casually force chokes a pair of Gamoreans in Episode VI. It's in the EU where they get really different (Sith Alchemy being my favorite). I'm unlikely to try and get into the EU stuff because... well work. Although I might do some Energy Absorption stuff because I did love Corran Horn.

Zaydos
2014-05-21, 02:51 PM
Added Force Lightning feat and Double Bladed Lightsabers.

TroubleBrewing
2014-05-21, 03:21 PM
Pretty neat! The abilities scale nicely. I know it's tricky sometimes to estimate a class's power level without seeing it in action, but did you have a target Tier in mind? I feel like this might be a Tier 2 melee class, which is really interesting.

Zaydos
2014-05-21, 03:35 PM
Pretty neat! The abilities scale nicely. I know it's tricky sometimes to estimate a class's power level without seeing it in action, but did you have a target Tier in mind? I feel like this might be a Tier 2 melee class, which is really interesting.

No target tier in mind, I just wanted to make something faithful to the Jedi in the movies (and to a lesser extent books) because I grew up loving them.