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Demidos
2014-11-12, 08:20 PM
http://gw2101.gtm.guildwars2.com/global/includes/images/hero-warrior.jpg
My Blade will carve a way through our foes -- Thorash Bladecrusher, Half Orc True Warrior


The True Warrior

Alignment

Any.
Hit Die

d10.







Level
BAB
Fort
Ref
Will
Special


1st
+1
+2
+2
+0
Skill Learning, Skill over Failure


2nd
+2
+3
+3
+0
A Fighting Man's Tricks


3rd
+3
+3
+3
+1
Reflexes of the Hunter


4th
+4
+4
+4
+1
Bonus feat, Cut the Uncuttable


5th
+5
+4
+4
+1
Skill over Failure


6th
+6
+5
+5
+2
Swiftness of the Striking Snake


7th
+7
+5
+5
+2
Bonus feat, Reflexes of the Hunter


8th
+8
+6
+6
+2
Enduring Cuts


9th
+9
+6
+6
+3
Move like the Wind


10th
+10
+7
+7
+3
Bonus feat, Skill over Failure


11th
+11
+7
+7
+3
Cut the Uncuttable


12th
+12
+8
+8
+4
A Fighting Man's Tricks


13th
+13
+8
+8
+4
Enduring Cuts, Bonus feat


14th
+14
+9
+9
+4
Quickness of Soul


15th
+15
+9
+9
+5
Skill over Failure


16th
+16
+10
+10
+5
Bonus feat, Reflexes of the Hunter


17th
+17
+10
+10
+5
Move like the Wind


18th
+18
+11
+11
+6
Quickness of Soul


19th
+19
+11
+11
+6
Bonus feat


20th
+20
+12
+12
+6
Skill over Failure, Extraordinary Warrior





Class Skills
The True Warrior's class skills (and the key ability for each skill) are Balance (Dex), Climb (http://www.d20srd.org/srd/skills/climb.htm) (Str), Craft (http://www.d20srd.org/srd/skills/craft.htm) (Int), Handle Animal (http://www.d20srd.org/srd/skills/handleAnimal.htm) (Cha), Intimidate (http://www.d20srd.org/srd/skills/intimidate.htm) (Cha),Jump (http://www.d20srd.org/srd/skills/jump.htm) (Str), Knowledge (History), Ride (http://www.d20srd.org/srd/skills/ride.htm) (Dex), Swim (http://www.d20srd.org/srd/skills/swim.htm) (Str), and Tumble (Dex).

Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.

Class Features
All of the following are class features of the True Warrior.

Weapon and Armor Proficiency
A True Warrior is proficient (http://www.d20srd.org/srd/combat/combatModifiers.htm#weaponArmorAndShieldProficienc y) with all simple and martial weapons (http://www.d20srd.org/srd/equipment/weapons.htm#simpleMartialandExoticWeapons) and with all armor (heavy, medium, and light) and shields (including tower shields).

Skill Learning (Ex) -- Mere skill at arms is only part of a true warrior's training. Add a number of skills to your base skill set equal to your intelligence modifier. These are treated as class skills.

Skill over Failure (Ex) -- The true warrior knows how to recover from potentially disastrous lapses in concentration thanks to their mind-boggling powers of concentration. Twice per encounter a true warrior can choose to re-roll a single attack or skill check roll after knowing the result of the roll. The true warrior must take the second result, regardless of whether the roll is better or worse than their original roll. The true warrior gains another use of this ability at 6th level and every two levels after that (3 times/Encounter at 6th, etc).

At 5th level this ability improves again. The true warrior can now reroll damage rolls in addition to attack and skill check rolls.
At 10th level this ability improves again. The true warrior is now skilled enough that they may choose which of the two rolls to take.
At 15th level this ability improves again. The true warrior can now reroll saves in addition to damage, attack, and skill check rolls.
At 20th level this ability improves again. The true warrior may now choose to treat the result of any applicable roll as a natural 17.

This ability may also be used out of combat, up to a maximum of once per hour.

A Fighting Man's Tricks (Ex) -- The true warrior knows how to cut with their weapon, but also how to stun and confuse their foes. As an attack action, a true warrior can deal no damage but instead inflict one of the following conditions on an opponent: staggered, blinded, deafened, flatfooted, shaken. The true warrior must successfully hit their opponent to inflict these conditions. The conditions last for 3 rounds, and their opponent is entitled to a Fortitude save (DC 10+1/3 true warrior level+Str or Dex Modifier (True warrior's choice)). The true warrior also knows how to counter such tricks. As a full-round action, the true warrior can remove any one of the aforementioned conditions currently affecting them, within reason (e.g. a True Warrior could shake off fear, but not regenerate eyes which have been gouged out).

At 12th level, this ability improves again. The true warrior may now choose from an expanded list of conditions. These conditions are treated as the base list of Fighting Man's Tricks, except only one condition from this expanded condition list can be inflicted per round. Add immobilized, frightened and nauseated to the allowed conditions to inflict and remove. Alternately, the true warrior can choose to (as an attack action), inflict a penalty on either their foe's AC or saves equal to 1/4 their true warrior level. If the penalty to AC is chosen, the true warrior does not have to hit to inflict the penalty. In either case, the penalty lasts for 1 round.

Reflexes of the Hunter (Ex)-- By 3rd level, the true warrior has reflexes honed past the point of most men and women. When the true warrior is attacked by a weapon or spell requiring an attack roll, as an immediate action the true warrior may make a single opposed attack roll. If the attack roll is higher than that of their opponent, the opponent's attack is deflected or dodged. This is difficult to do, however, and so imposes a -2 penalty to the true warrior's AC until the beginning of the true warrior's next turn.

At 7th level this ability improves. The true warrior may move up to 10 feet as an immediate action when targeted by any targeted attack or area effect that does not rely on an attack roll. If this would cause the attack to be invalidated, then the attack is wasted. However, this is a difficult maneuver, and as such consumes the true warrior's move action in the following round in addition to inflicting the AC penalty.

At 16th level this improves again. The true warrior no longer takes a penalty to AC and when deflecting attacks, if they win an opposed attack roll they may reflect the attack back onto their opponent. Additionally, when choosing the dodging action, they can now move up to 20 feet as an immediate action and may dodge even non-targeted attacks (Such as Forcecage or Fireball). Lastly, they may choose to use their Move like the Wind action in place of their move action for the purposes of this ability.

Bonus Feats (Ex) -- the True Warrior may choose any feat off the fighter bonus feat list. He is treated as a fighter of his True Warrior level for the purposes of this ability.

Swiftness of the Striking Snake (Ex)-- When an opponent within the true warrior's threatened reach takes an action equivalent to a standard or longer, as an immediate action the true warrior can attempt to interrupt that action by making a single lightning swift attack. If the attack hits, the opponent must make a Concentration Check or Fortitude Save (opponent's choice) with a DC equal to the damage dealt. If they fail, their action is wasted (including spell slots or powerpoints used). If the opponent was making a full attack, only a single attack is blocked on a failed save or check.

Enduring Cuts (Ex) -- Your attacks are so damaging that their deadly brilliance cannot be comprehended all at once. At 8th level as a move action you can add an extra little oomph to your hit. This ability must be declared to be used before an attack roll is made. If the attack hits, half the damage dealt by that (single) attack is dealt again at the end of your opponent's next turn. This is treated as ongoing damage, and as such may force the opponent to make concentration checks.

At 13th level, this ability improves. You may now forgo your use of Move like the Wind for the round to activate this ability instead of a move action.

Move like the Wind (Ex) -- The true warrior is poetry in motion, and everyone else travels slowly by comparison. At 9th level, three times per encounter (but up to a limit of once per round), the true warrior may move up to 5 feet per 4 true warrior levels as a free action at any point throughout their turn, divided up as they wish.

at 17th level, this ability improves. The true warrior now has no per encounter limit on his uses of Move like the Wind.

Quickness of the Soul (Ex) -- The true warrior moves and reacts at the speed of thought. At 14th level the True warrior gains the benefits of a continuous non-magical Haste spell.

At 18th level, this ability improves again. The true warrior gains the benefits of a continuous non-magical Foresight spell.

Cut the Uncuttable (Ex) -- The true warrior knows the weaknesses of steel and stone just as he knows the strengths of his own weapon. At 4th level, a true warrior may ignore the hardness of any material whose hardness is less than or equal to that of his weapon as he cuts or breaks it.

At 11th level, this ability improves, and the true warrior may also cut or smash materials with any hardness equal or less to twice his or her true warrior level, regardless of his or her weapon.

Extraordinary Warrior (Ex) -- A true warrior who has reached this point is a force to be reckoned with. Twice per encounter as a free action, the true warrior can activate this ability for 1 round. The true warrior make take two turns worth of actions. For the purposes of this ability, Move like the Wind may be used twice, once in each effective turn.

Silva Stormrage
2014-11-13, 05:33 AM
http://gw2101.gtm.guildwars2.com/global/includes/images/hero-warrior.jpg
My Blade will carve a way through our foes -- Thorash Bladecrusher, Half Orc True Warrior


The True Warrior

Alignment

Any.
Hit Die

d10.







Level
BAB
Fort
Ref
Will
Special


1st
+1
+2
+2
+0
Skill Learning, Skill over Failure


2nd
+2
+3
+3
+0
A Fighting Man's Tricks


3rd
+3
+3
+3
+1
Reflexes of the Hunter


4th
+4
+4
+4
+1
Bonus feat, Cut the Uncuttable


5th
+5
+4
+4
+1
Skill over Failure


6th
+6
+5
+5
+2
Swiftness of the Striking Snake


7th
+7
+5
+5
+2
Bonus feat, Reflexes of the Hunter


8th
+8
+6
+6
+2
Enduring Cuts


9th
+9
+6
+6
+3
Move like the Wind


10th
+10
+7
+7
+3
Bonus feat, Skill over Failure


11th
+11
+7
+7
+3
Cut the Uncuttable


12th
+12
+8
+8
+4
A Fighting Man's Tricks


13th
+13
+8
+8
+4
Enduring Cuts, Bonus feat


14th
+14
+9
+9
+4
Quickness of Soul


15th
+15
+9
+9
+5
Skill over Failure


16th
+16
+10
+10
+5
Bonus feat, Reflexes of the Hunter


17th
+17
+10
+10
+5
Move like the Wind


18th
+18
+11
+11
+6
Quickness of Soul


19th
+19
+11
+11
+6
Bonus feat


20th
+20
+12
+12
+6
Skill over Failure, Extraordinary Warrior





Class Skills
The True Warrior's class skills (and the key ability for each skill) are Balance (Dex), Climb (http://www.d20srd.org/srd/skills/climb.htm) (Str), Craft (http://www.d20srd.org/srd/skills/craft.htm) (Int), Handle Animal (http://www.d20srd.org/srd/skills/handleAnimal.htm) (Cha), Intimidate (http://www.d20srd.org/srd/skills/intimidate.htm) (Cha),Jump (http://www.d20srd.org/srd/skills/jump.htm) (Str), Ride (http://www.d20srd.org/srd/skills/ride.htm) (Dex), Swim (http://www.d20srd.org/srd/skills/swim.htm) (Str), and Tumble (Dex).

Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.

Class Features
All of the following are class features of the True Warrior.

Weapon and Armor Proficiency
A True Warrior is proficient (http://www.d20srd.org/srd/combat/combatModifiers.htm#weaponArmorAndShieldProficienc y) with all simple and martial weapons (http://www.d20srd.org/srd/equipment/weapons.htm#simpleMartialandExoticWeapons) and with all armor (heavy, medium, and light) and shields (including tower shields).

Skill Learning (Ex) -- Mere skill at arms is only part of a true warrior's training. Add a number of skills to your base skill set equal to your intelligence modifier. These are treated as class skills.

Skill over Failure (Ex) -- The true warrior knows how to recover from potentially disastrous lapses in concentration thanks to their mind-boggling skill at arms. Twice per encounter a true warrior can choose to re-roll a single attack roll. The true warrior must take the second result, regardless of whether the roll is better or worse than their original roll. The true warrior gains another use of this ability at 6th level and every two levels after that (3 times/Encounter at 6th, etc).

At 5th level this ability improves again. The true warrior can now reroll damage rolls in addition to attack rolls.
At 10th level this ability improves again. The true warrior is now skilled enough that they may choose which of the two rolls to take.
At 15th level this ability improves again. The true warrior can now reroll saves in addition to damage and attack rolls.
At 20th level this ability improves again. The true warrior may now choose to treat the result of any applicable roll as a natural 17.

A Fighting Man's Tricks (Ex) -- The true warrior knows how to cut with their weapon, but also how to stun and confuse their foes. As an attack action, a true warrior can deal no damage but instead inflict one of the following conditions on an opponent: staggered, blinded, deafened, flatfooted, shaken. The true warrior must successfully hit their opponent to inflict these conditions. The conditions last for 3 rounds, and their opponent is entitled to a Fortitude save (DC 10+1/3 true warrior level+Str or Dex Modifier (True warrior's choice)). The true warrior also knows how to counter such tricks. As a full-round action, the true warrior can remove any one of the aforementioned conditions currently affecting them.

At 10th level, this ability improves again. The true warrior may now choose from an expanded list of conditions. Add immobilized, frightened and nauseated to the allowed conditions to inflict and remove. Alternately, the true warrior can choose to (as an attack action), inflict a penalty on either their foe's AC or saves equal to 1/4 their true warrior level. If the penalty to AC is chosen, the true warrior does not have to hit to inflict the penalty. In either case, the penalty lasts for 1 round.

Reflexes of the Hunter (Ex)-- By 4th level, the true warrior has reflexes honed past the point of most men and women. When the true warrior is attacked by a weapon requiring an attack roll, as an immediate action the true warrior may make a single opposed attack roll. If the attack roll is higher than that of their opponent, the opponent's attack is deflected. This is difficult to do, however, and so imposes a -2 penalty to the true warrior's AC until the beginning of the true warrior's action.

At 7th level this ability improves. The true warrior may move up to 10 feet as an immediate action when targeted by any targeted attack. If this would cause the attack to be invalidated, then the attack is wasted. However, this is a difficult manuveur, and as such consumes the true warrior's move action in the following round in addition to inflicting the AC penalty.

At 16th level this improves again. The true warrior no longer takes a penalty to AC and when deflecting attacks, if they win an opposed attack roll they may reflect the attack back onto their opponent. Additionally, when choosing the dodging action, they can now move up to 20 feet as an immediate action and may dodge even non-targeted attacks (Such as Forcecage or Fireball). Lastly, they may choose to use their Move like the Wind action in place of their move action for the purposes of this ability.

Bonus Feats (Ex) -- the True Warrior may choose any feat off the fighter bonus feat list.

Swiftness of the Striking Snake (Ex)-- When an opponent within the true warrior's threatened reach takes an action equivalent to a standard or longer, as an immediate action the true warrior can attempt to interrupt that action by making a single lightning swift attack. If the attack hits, the opponent must make a Concentration Check or Fortitude Save (opponent's choice) with a DC equal to the damage dealt. If they fail, their action is wasted (including spell slots or powerpoints used). If the opponent was making a full attack, only a single attack is blocked on a failed save or check.

Enduring Cuts (Ex) -- Your attacks are so damaging that their deadly brilliance cannot be comprehended all at once. At 8th level as a move action you can add an extra little oomph to your hit. This ability must be declared to be used before an attack roll is made. If the attack hits, half the damage dealt by that (single) attack is dealt again at the end of your opponent's next turn. This is treated as ongoing damage, and as such may force the opponent to make concentration checks.

At 13th level, this ability improves. You may now forgo your use of Move like the Wind for the round to activate this ability instead of a move action.

Move like the Wind (Ex) -- The true warrior is poetry in motion, and everyone else travels slowly by comparison. At 9th level, three times per encounter (but up to a limit of once per round), the true warrior may move up to 5 feet per 4 true warrior levels as a free action at any point throughout their turn, divided up as they wish.

at 17th level, this ability improves. The true warrior now has no per encounter limit on his uses of Move like the Wind.

Quickness of the Soul (Ex) -- The true warrior moves and reacts at the speed of thought. At 14th level the True warrior gains the benefits of a continuous non-magical Haste spell.

At 18th level, this ability improves again. The true warrior gains the benefits of a continuous non-magical Foresight spell.

Cut the Uncuttable (Ex) -- The true warrior knows the weaknesses of steel and stone just as he knows the strengths of his own weapon. At 4th level, a true warrior may ignore the hardness of any material whose hardness is less than or equal to that of his weapon as he cuts or breaks it.

At 11th level, this ability improves, and the true warrior may also cut or smash materials with any hardness equal or less to twice his or her true warrior level, regardless of his or her weapon.

Extraordinary Warrior (Ex) -- A true warrior who has reached this point is a force to be reckoned with. Twice per encounter as a free action, the true warrior can activate this ability for 1 round. The true warrior make take two turns worth of actions. For the purposes of this ability, Move like the Wind may be used twice, once in each effective turn.

Pretty cool class I like the concept of melee characters who don't rely on ToB (Which while amazing makes me feel like playing a gish to some degree rather than a pure melee fighter).

Comments: Skill learning, I like the concept and the implementation of it. Gives a reason to take int rather than just having it add to hit or something along those lines. Knowledge (History) should be a base class skill though (It covers battle tactics I believe and ancient wars)

Skill over failure: Good but do you need to know the result of the attack before you reroll?

A fighting man's tricks. Do you need to hit to apply the debuffs? Strength can be pumped up pretty easily. I will ask though, how can a fighter remove the blindness caused by a blindness spell for example? Or if his eyes were gouged out? Does he grow new eyes :smalltongue:? I would limit it to non permanent effects.

Level 10 version, those are some dangerous debuffs that you can spam. With two weapon fighting and haste you could force 4-5 saves versus nauseation and frighten every round. That would be very dangerous. Even more terrifying is a volley archer spamming immobilize on a melee opponent plus nauseation etc. With splitting you could easily get to 10 saves or lose every round. Might want to remove the save or lose aspect.

7th level Reflex of the Hunter. Does it let the true warrior dodge an attack if the attack is still valid? For example a large plain with no cover. An enemy wizard 50ft away casts disintegrate and the true warrior moves 10ft to the left. The immediate action takes place before the spell so RAW the wizard just retargets the warrior with no penalty. Is this intended?

Bonus Feats: Can he take fighter specific feats?

Swiftness of the striking snake. I thought you HATED this ability on the Warcraft Rogue that I always send against you :smalltongue:

Enduring Cuts: Interesting Mechanic, not sure how the fluff works. Is it a bleeding injury that lasts 6 seconds? Then again a sword cut SHOULD probably always inflict some kind of bleeding penalty so maybe thats for the best :smalltongue:

The rest: All good and can't seem to find many comments on them.

It is an interesting class, not sure how much it avoids the "I 5ft step and full attack" of fighters. Its obviously better than a regular fighter but probably less than a ToB class. Still an interesting design.

Demidos
2014-11-13, 01:54 PM
Pretty cool class I like the concept of melee characters who don't rely on ToB (Which while amazing makes me feel like playing a gish to some degree rather than a pure melee fighter).

Comments: Skill learning, I like the concept and the implementation of it. Gives a reason to take int rather than just having it add to hit or something along those lines. Knowledge (History) should be a base class skill though (It covers battle tactics I believe and ancient wars)

True, although that assumes that they've had a formal training in the subject, which isn't quite a certainty.

Skill over failure: Good but do you need to know the result of the attack before you reroll?

Good thought. Is there a default for this sorta thing?

A fighting man's tricks. Do you need to hit to apply the debuffs? Strength can be pumped up pretty easily. I will ask though, how can a fighter remove the blindness caused by a blindness spell for example? Or if his eyes were gouged out? Does he grow new eyes :smalltongue:? I would limit it to non permanent effects.

Because he's a MAN. Yeah, fair enough. :smalltongue:

Level 10 version, those are some dangerous debuffs that you can spam. With two weapon fighting and haste you could force 4-5 saves versus nauseation and frighten every round. That would be very dangerous. Even more terrifying is a volley archer spamming immobilize on a melee opponent plus nauseation etc. With splitting you could easily get to 10 saves or lose every round. Might want to remove the save or lose aspect.

This is true, which is why I lowered the save DC on it compared to regular abilities. I could lower the DC farther, or I could limit it to one or two attacks per round. Thoughts?

7th level Reflex of the Hunter. Does it let the true warrior dodge an attack if the attack is still valid? For example a large plain with no cover. An enemy wizard 50ft away casts disintegrate and the true warrior moves 10ft to the left. The immediate action takes place before the spell so RAW the wizard just retargets the warrior with no penalty. Is this intended?

In this case, yes. Technically he would have to use the lower level version, since its a targeted attack. That being said, I could be convinced to limit the second form of the ability to non-targeted attacks such that it doesnt completely overshadow

Bonus Feats: Can he take fighter specific feats?

Oops. Yes. This was mostly intended as a "fighter as I picture it"/fighter-fix of sorts. So yes.

Swiftness of the striking snake. I thought you HATED this ability on the Warcraft Rogue that I always send against you :smalltongue:

I DO. That's why I figured it should be included :smallannoyed:

Enduring Cuts: Interesting Mechanic, not sure how the fluff works. Is it a bleeding injury that lasts 6 seconds? Then again a sword cut SHOULD probably always inflict some kind of bleeding penalty so maybe thats for the best :smalltongue:

The idea was that you stab them/hit them really hard, but the shock of the pain isnt really apparent until they move again/till they can process it. So two ways to look at it -- either the wounds reopen when they move, or they dont process the shock/damage to their system until six seconds later due to just how hard they were hit. Depends on how you see hitpoints.

The rest: All good and can't seem to find many comments on them.

It is an interesting class, not sure how much it avoids the "I 5ft step and full attack" of fighters. Its obviously better than a regular fighter but probably less than a ToB class. Still an interesting design.

That is actually the intent of the status effects line, to give additional effects that could still be credibly inflicted by a regular, non-magical warrior.


Overall, the design philosophy on this was to determine what a mundane fighter should be able to do and then add in what it was missing. For example, a fighter SHOULD have far better reflexes than someone who sits in a tower and studies all day, but perhaps not quite as quick as a rogue's. Thus a good reflex save, and the various movement abilities allowing them to react to the actions of others. A fighter should also be able to stun or stagger their opponents, for example by punching them in the solar plexus/knocking the wind out of them, or with a quick thwack to the head with the pommel of a sword. A fighter should be able to blind their opponents by throwing sand in their eyes or cutting their foreheads (or in bright sunlight with the glare from their armor, if you are feeling silly).

Demidos
2016-08-19, 04:20 PM
Fixed some minor inconsistencies. Thoughts?

Demidos
2020-04-19, 05:06 PM
https://static1.srcdn.com/wordpress/wp-content/uploads/2017/12/Sith-Force-Ghosts-in-Star-Wars-The-Last-Jedi.jpg?q=50&fit=crop&w=960&h=500&dpr=1.5
The Force will be with you -- Jedi


Jedi

Alignment:
Any.

Hit Die
d10.







Level
BAB
Fort
Ref
Will
Special


1st
+1
+0
+2
+2
Force Sensitivity , Skill over Failure


2nd
+2
+0
+3
+3
A Jedi’s Tricks


3rd
+3
+1
+3
+3
Reflexes of the Jedi


4th
+4
+1
+4
+4
Bonus feat, Cut the Uncuttable


5th
+5
+1
+4
+4
Skill over Failure


6th
+6
+2
+5
+5
Swiftness of the Striking Snake


7th
+7
+2
+5
+5
Bonus feat, Reflexes of the Jedi


8th
+8
+2
+6
+6
Enduring Cuts


9th
+9
+3
+6
+6
Move like the Wind


10th
+10
+3
+7
+7
Bonus feat, Skill over Failure


11th
+11
+3
+7
+7
Cut the Uncuttable


12th
+12
+4
+8
+8
A Jedi’s Tricks


13th
+13
+4
+8
+8
Enduring Cuts, Bonus feat


14th
+14
+4
+9
+9
Quickness of Soul


15th
+15
+5
+9
+9
Skill over Failure


16th
+16
+5
+10
+10
Bonus feat, Reflexes of the Jedi


17th
+17
+5
+10
+10
Move like the Wind


18th
+18
+6
+11
+11
Quickness of Soul


19th
+19
+6
+11
+11
Bonus feat


20th
+20
+6
+12
+12
Skill over Failure, Extraordinary Warrior





Class Skills
The Jedi's class skills (and the key ability for each skill) are Balance (Dex), Climb (http://www.d20srd.org/srd/skills/climb.htm) (Str), Craft (http://www.d20srd.org/srd/skills/craft.htm) (Int), Handle Animal (http://www.d20srd.org/srd/skills/handleAnimal.htm) (Cha), Intimidate (http://www.d20srd.org/srd/skills/intimidate.htm) (Cha),Jump (http://www.d20srd.org/srd/skills/jump.htm) (Str), Knowledge (History), Ride (http://www.d20srd.org/srd/skills/ride.htm) (Dex), Swim (http://www.d20srd.org/srd/skills/swim.htm) (Str), Sense Motive (http://www.d20srd.org/srd/skills/Sense Motive.htm) (Wis), and Tumble (http://www.d20srd.org/srd/skills/tumble.htm) (Dex).

Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.

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

Weapon and Armor Proficiency
A Jedi is proficient (http://www.d20srd.org/srd/combat/combatModifiers.htm#weaponArmorAndShieldProficienc y) with all simple and martial weapons (http://www.d20srd.org/srd/equipment/weapons.htm#simpleMartialandExoticWeapons) and with all armor (heavy, medium, and light) and shields (including tower shields).

Force Sensitivity (Ex) – The force guides a Jedi to many strange paths of life. Add a number of skills to your base skill set equal to your intelligence or wisdom modifier (whichever is greater). These are treated as class skills.

Furthermore, the Jedi may sense the life force connecting all beings. The Jedi may automatically detect any life-force within 5 feet per hit dice of the Jedi, as per the Lifesense feat. The Jedi can, however, detect creatures through walls and other obstructions.

Skill over Failure (Ex) -- The Jedi knows how to recover from potentially disastrous lapses in concentration thanks to their mind-boggling powers of concentration. Twice per encounter a Jedi can choose to re-roll a single attack or skill check roll after knowing the result of the roll. The Jedi must take the second result, regardless of whether the roll is better or worse than their original roll. The Jedi gains another use of this ability at 6th level and every two levels after that (3 times/Encounter at 6th, etc).

At 5th level this ability improves again. The Jedi can now reroll damage rolls in addition to attack and skill check rolls.
At 10th level this ability improves again. The Jedi is now skilled enough that they may choose which of the two rolls to take.
At 15th level this ability improves again. The Jedi can now reroll saves in addition to damage, attack, and skill check rolls.
At 20th level this ability improves again. The Jedi may now choose to treat the result of any applicable roll as a natural 17.

This ability may also be used out of combat, up to a maximum of once per hour.

A Jedi’s Tricks (Ex) -- The Jedi knows how to cut with their weapon, but also how to stun and confuse their foes. The Jedi may choose three tricks from the list below. As a standard action or attack action (including as part of a full attack), a Jedi may deal no damage but instead use a Jedi Trick. Unless otherwise noted, the save DC for all abilities is 10+1/3 Jedi level + the Jedi’s Wisdom Modifier.

Enforced Presence: The sheer presence of the Jedi inspires doubt and fear in their foes. Enemies within 30 feet must make will saves. Those who fail are shaken. If their hit dice lower than the Jedi’s level, they are also flatfooted.
Force Lightning: The Jedi throws lightning from their fingertips. The lightning deals 1d4 electricity damage per two Jedi levels, and hits on a touch attack. The Jedi may choose to split their damage to hit several targets, but must make an attack roll for each new target.
Force Absorb: The Jedi may reflect any elemental damage they might have otherwise taken. When using Reflexes of the Jedi, the Jedi may reflect attacks or spells with attack rolls using elemental damage (including Force Lightning). The caster takes damage equal to ½ of what the Jedi would have taken if the attack had hit. The Jedi must still successfully parry the attack using Reflexes of the Jedi. This ability lasts for two rounds.
Jedi Acrobatics: The Jedi may add ½ their Jedi level to all strength and dexterity based skill checks. This benefit lasts for two rounds.
Force Choke: The Jedi must use two attack actions or a standard action to activate this ability. A single target within medium range must make a fortitude save or be either immobilized or staggered (Jedi’s choice). This lasts for two rounds.
Force Throw: The Jedi may make ranged bull rush attempts with a bonus equal to ½ his Jedi level. He may bull rush the target in any direction – the movement provokes an attack of opportunity as normal.
Fine Manipulation: The Jedi may make sleight of hand checks at range and may otherwise manipulate small objects such as turning keys in locks at range as per mage hand.
Bastion of Justice: The Jedi may add half of their Jedi level to charisma based skill checks. They also gain the benefits of Improved Feint, even if they do not meet the prerequisites. This benefit lasts for two rounds.
Mental Coercion: The Jedi may use Suggestion as per the spell on a target within close range. This ability can only be used as a standard action (not as an attack action) and creatures immune to mind affecting effects are immune to the the effects of this ability. If the creature saves against the effect, they are aware that the Jedi attempted to influence them mentally.



At 12th level, this ability improves again. The Jedi may now choose from an expanded list – they may choose three additional Jedi tricks they can use.

Reflexes of the Jedi (Ex)-- By 3rd level, the Jedi has reflexes honed past the point of most men and women. When the Jedi is attacked by a weapon or spell requiring an attack roll, as an immediate action the Jedi may make a single opposed attack roll. If the attack roll is higher than that of their opponent, the opponent's attack is deflected or dodged. This is difficult to do, however, and so imposes a -2 penalty to the Jedi's AC until the beginning of the Jedi's next turn.

At 7th level this ability improves. The Jedi may move up to 10 feet as an immediate action when targeted by any targeted attack or area effect that does not rely on an attack roll. If this would cause the attack to be invalidated, then the attack is wasted. However, this is a difficult maneuver, and as such consumes the Jedi's move action in the following round in addition to inflicting the AC penalty.

At 16th level this improves again. The Jedi no longer takes a penalty to AC and when deflecting attacks, if they win an opposed attack roll they may reflect the attack back onto their opponent. Additionally, when choosing the dodging action, they can now move up to 20 feet as an immediate action and may dodge even non-targeted attacks (Such as Forcecage or Fireball). Lastly, they may choose to use their Move like the Wind action in place of their move action for the purposes of this ability.

Cut the Uncuttable (Ex) -- The Jedi knows the weaknesses of steel and stone just as he knows the strengths of his own weapon. At 4th level, a Jedi may ignore the hardness of any material whose hardness is less than or equal to that of his weapon as he cuts or breaks it. The weapon of a Jedi with this ability always glows (giving off light as a candle), though the Jedi may suppress/unsuppress this property as a swift action if they desire.

At 11th level, this ability improves, and the Jedi may also cut or smash materials with any hardness equal or less to twice his or her Jedi level, regardless of his or her weapon.

Bonus Feats (Ex) -- the Jedi may choose any feat off the fighter bonus feat list. He is treated as a fighter of his Jedi level for the purposes of this ability.

Swiftness of the Striking Snake (Ex)-- When an opponent within the Jedi's threatened reach takes an action equivalent to a standard or longer, as an immediate action the Jedi can attempt to interrupt that action by making a single lightning swift attack. If the attack hits, the opponent must make a Concentration Check or Fortitude Save (opponent's choice) with a DC equal to the damage dealt. If they fail, their action is wasted (including spell slots or powerpoints used). If the opponent was making a full attack, only a single attack is blocked on a failed save or check.

Enduring Cuts (Ex) -- Your attacks are so damaging that their deadly brilliance cannot be comprehended all at once. At 8th level as a move action you can add an extra little oomph to your hit. This ability must be declared to be used before an attack roll is made. If the attack hits, half the damage dealt by that (single) attack is dealt again at the end of your opponent's next turn. This is treated as ongoing damage, and as such may force the opponent to make concentration checks.

At 13th level, this ability improves. You may now forgo your use of Move like the Wind for the round to activate this ability instead of a move action.

Move like the Wind (Ex) -- The Jedi is poetry in motion, and everyone else travels slowly by comparison. At 9th level, three times per encounter (but up to a limit of once per round), the Jedi may move up to 5 feet per 4 Jedi levels as a free action at any point throughout their turn, divided up as they wish.

at 17th level, this ability improves. The Jedi now has no per encounter limit on his uses of Move like the Wind.

Quickness of the Soul (Ex) -- The Jedi moves and reacts at the speed of thought. At 14th level the Jedi gains the benefits of a continuous non-magical Haste spell.

At 18th level, this ability improves again. The Jedi gains the benefits of a continuous non-magical Foresight spell.

Extraordinary Warrior (Ex) -- A Jedi who has reached this point is a force to be reckoned with. Twice per encounter as a free action, the Jedi can activate this ability for 1 round. The Jedi make take two turns worth of actions. For the purposes of this ability, Move like the Wind may be used twice, once in each effective turn.

Demidos
2020-04-19, 05:08 PM
Some friends wanted to run a Jedi in a campaign, so I tweaked my True Warrior class to allow for some Jedi Mind Tricks and other small edits to make it a more Jedi-like class. This should move it up to mid tier 3, in terms of versatility/power, but nothing too crazy! Feel free to give feedback on this or the original class :)

Silva Stormrage
2020-04-19, 06:40 PM
Seems like Jedi should have a good will save and diplomacy as a class skill.

Force Sensitivity: Do you pinpoint their square like blindsense or does it function like blindsight. Can you detect undead/constructs? Mindless creatures?

Mental Coercion Jedi Trick seems like it should be mind affecting.

Also Cut the Uncuttable should be up higher. Right now you have it listed below an ability you get at 14th level when you gain it at 4th.


I would possibly add a couple Jedi Tricks from the Expanded Universe and merge a few of the telekinesis ones to just duplicate the spell of the same name (Minus the violent thrust maneuver). Some kind of speed boost or precog would be nice before you get foresight at 18th level.