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ImSAMazing
2015-06-12, 09:32 AM
The Jedi

First, thanks for coming to this Thread! Please leave feedback at this class. Me and my friend worked hard on it!



Fluff:
After some long training, the moment is finally there. Your mentor has given you your Jedi Weapon, and has taken off your Padawan neckless. It's time. You have completed your Jedi training, and your mentor wants to be proud of you. You can do whatever you want with your special powers, and even within adventurers you are unique. The Force is special, but you have (some) control over it. You are ready to take up the adventure life, but what are ou going to do with your powers? Are you going to be the evil Darth Vader? The good Obi-Wan Kenobi? The strong Jedi Knight Mace Windu? It's your choice, and your power.




LevelProficiency BonusFeaturesForceFeature Gains
1st2The Force; Jedi origin3The Force; Jedi origin
2nd2Force Push, Force Options3Force Push, Force Options
3rd2Force Path4Force Path
4th2Nothing but ABSI4Nothing but ABSI
5th3Extra Attack5Extra Attack
6th3Force Path feature5Force Path feature
7th3Force Explosion6Force Explosion
8th3ABSI6ABSI
9th4Force Fly7Force Fly
10th4Force Shield7Force Shield
11th4Force Path feature8Force Path feature
12th4ABSI8ABSI
13th5Force Is Everywhere9Force Is Everywhere
14th5Ultimate Shield9Ultimate Shield
15th5Force Path feature10Force Path feature
16th5ABSI10ABSI
17th6Power of Force11Power of Force
18th6Shocking Force11Shocking Force
19th6ABSI12ABSI
20th6Force Path feature12Force Path feature





HP at level 1: 8+CON modifier
Hit Dice: 1d8/jedi level
HP at higher levels: 1d8+CON modifier (or 5+CON modifier)


Armor: None
Weapons: Jedi weapons
Tools: 1 artisian’s tool of choice
Saving Throws: Wisdom and Charisma
Skills: Choose 2 of the list






The Force
Starting at level 1, you have a special sense, you can sense “the force”. “The force” is everywhere. Every molecule is surrounded by it. It isn’t damaging, except in the hands of Jedi. You gain the following features:
You can concentrate for 1 minute, and then you can choose a creature of your choice within 30 feet of you. Then the creature you have choosen needs to make a Charisma saving throw. On a failure, you sense the alignment of the creature.
You get Force points, which increase on higher levels. You can use this points to fuel some of your strong force abilities. You regain them after you finish a short rest. During a long rest you regain all your force points normally. The DC for saving throws for your force abilities is calculated this way: 8+PROF. Bonus+Wis. Modifier. At level 1, you have 3 force points. You get another force point for each 2 levels you pass. For example, at level 2 you have 3 force points, but at level 3 you have 4 force points.

Jedi Origin
Starting at level 1, you gain the ability to sense the Force. But how did you gain that ability? Did you gain it by a specific bloodline, or were you gifted by a strong creature? You have 2 choices as Jedi Origin: Force Bloodline or The Gift.

Unarmored Defense
Starting at level 1, When not wearing armor or using a shield, your AC is 10 + dex mod + Wis mod.


Force Options
Starting at level 2, you can choose three Force Options. You can’t choose the same Option two times, even if you later get to choose again. Options:
Force Jump: You jump 3 times as high and far as normal, and 5 times if you spend 1 Force point.
Force Fall: You reduce your falling damage by 1d6*your Jedi level if you spend 1 Force point
Force Will: You have adv. on saving throws against being frightened.
Force Speed: Your base speed increases by 10 ft.


Force Push
Starting at level 2, as an action and by spending 1 Force Point, you can use your control over the Force to push creatures and objects away in a 15 ft cone. The targets needs to succeed on a Strength saving throw or be pushed away up to 15 ft, only horizontally not provoking an opportunity attack.


Force Path
Starting at level 3, you specialize into a specific Path of the Force. Each Path gives you features at this level and at higher levels. You can choose out of this Paths: Path of the Force Control; Path of the Jedi Knight; Path of the Master or Path of the Sith

Ability Score improvement
When you reach level 4/8/12/16/19, you can increase 2 ability scores by 1 or 1 ability score by 2. You can also choose a feat, but only Jedi approved feats. See a list at the end of the class description for the list.


Extra Attack
Starting at level 5, Your control over the Force allows you to attack at an incredible speed. You can make 2 attacks instead of 1 when you take the Attack action.

Force Explosion
Starting at level 7, you can power up your body and the Force around it. As an action, you can spend 2 Force Points to deal 2d8+wis modifier force damage in a sphere around you with a radius of 20 feet centered on you. Everyone in this area needs to succeed on a Strength saving throw. On a success, a target gets only halve damage and isn’t knocked prone. On a failure, a target gets the normal damage AND is knocked prone.

Force Fly
Starting at level 9, you can spend 5 Force Points to cast Fly without spending material components targeting yourself.

Force Shield
Starting at level 10, You have resistance against Force damage, and you can spend 2 Force points as a reaction to have immunity against Force damage until the end of your next turn.

Force Is Everywhere
Starting at level 13, you can sense Shapechangers. As an action, you can spend 3 Force points to sense Shapechangers within 30 feet of you. You feel if there is a Shapechanger, and which direction he is from you, but not his exact location and what kind of creature it is.

Ultimate Shield
Starting at level 14, when you and/or multiple creatures are targeted by a spell/other offensive effect, you can use your reaction to spend 1 Force Point and make up a shield with the same properties as a Wall of Force. This shield lasts until the end of your next turn, and you need to concentrate on it like you were concentrating on a spell.

Power of Force
Starting at level 17, As an action, you can cast any LeVeL 5 spell or lower. You spend 2 * level of spell Force Points for this. You can only use this feature once a long rest.

Shocking Force
Starting at level 18, as an action, you can cast Earthquake without spending material components by spending 10 Force Points. However, the radius is halved.





Forceful Suggestion
Starting at level 3, you can spend 1 Force point as an action to make sure someone follows your orders. You give a creature within 30 ft an order which can be completed in 2 rounds. The order can’t lead to the creature’s death or put his friends in great danger. The creature needs to succeed on a Wisdom saving throw. On a failure, the creature follows your order for 2 rounds or until the order is completed/can’t be completed anymore.

Force Power:
Starting at level 6, you gain the ability to throw your Jedi Weapons. They all have a range of 20/60 ft, unless stated otherwise. You can make multiple attacks with one throw, so at this level you can throw your weapon for 2 attacks. You use your Wisdom instead of dexterty for the attack roll and damage.

Force Throw
Starting at level 11, You can choose another Force Option.

Improved Force Push
Starting at level 15, your Force Push feature gets better. Instead of pushing away a creature 15 feet horizontally, you can now push the creature 20 feet to every direction(Except into the ground). The creature still needs to make a Strength saving throw, but has disadvantage when it has the same or lower size as you.

Force Blur
Starting at level 20, you can spend 5 Force Points to give you and up to 4 allies of your choice a blurry shield. Everyone targeted gets +1 AC and attacks have disadvantage on them. This effect lasts for 5 rounds, or until you lose your concentration like concentrating on a spell.



Forceful Body
Starting at level 3, you can spend 1 Force point as an action to try to Frighten a creature of your choice within 30 ft. The creature needs to make a Wisdom saving throw or be frightened for 1 minute. At the end of each of the creature’s turn the creature can make the saving throw again, ending the effect on a succes. If the creature is below his max HP, the creature has disadvantage on his first save against this feature.

Forceful Resistance
Starting at level 6, your control over the Force makes you tougher against necrotic damage or against cold damage. You gain resistance against necrotic damage or cold damage(your choice).

Extra Attack Upgrade
Starting at level 11, the speed of your attacks increases even more. You can make 3 attacks instead of 2 when you take the Attack action.

Improved Forceful Resistance
Starting at level 15, your control over the Force gives you additional resistances. You gain resistance against Radiant or Fire damage(your choice).

Extra Attack Upgrade V2
Starting at level 20, the speed of your attacks is beyond seeing. You can make 4 attacks instead of 3 when you take the Attack action.




Force Attack
Starting at level 3, your weak control over the Force can become damaging. You can spend 1 Force point as a Bonus action, and replace one of your attacks with the following attack: Wis Modifier + Prof. Bonus to hit, on a hit it deals 1d12+wis modifier force damage. The attack has a range of 100ft and looks like a blurred blue beam.

Force Speed
Starting at level 6, your control over the Force makes you move faster and faster. You can’t be slowed by magical means, unless it drops your speed to 0 ft. You can also spend 1 Force point to make 1 extra attack as bonus action.

Mindcontrol
Starting at level 11, you are constantly under the effect of the Telekines spell. You can use your action to move an object up to 1000 pounds without spending Force Points as long as you don’t do anything offensive with it(For example: Getting a book out of a bookshelf). You can spend 2 Force Points to do something offensive with an object(like throwing a bookshelf at a hostile creature). When you use your action for this feature, you need to concentrate on it like you are concentrating on a spell.

Force Cover
Starting at level 15, you can throw up cover for yourself as a bonus action. You can spend 2 Force Points to give you ¾ cover until your next turn. You need to concentrate on this like you were concentrating on a spell.

Killing Force
Starting at level 20, When you use your Mindcontrol feature, you can instead target a creature. That creature needs to succeed on a Con. Saving throw or get 0 HP. If the creature succeeds, it gets 9d12 force damage. This costs 5 Force Points.




Fire Force
Starting at level 3, You gain the ability to change Force parts around a creature/object. You can change this parts into fire as an action. This deals 2d10 fire damage and costs 1 Force Point.

Darkness Everywhere
Starting at level 6, You gain the ability to see in magical and nonmagical darkness at a range of 30 ft. You can also cast Darkness by spending 3 Force Points as a Bonus action.

Force Lightning
Starting at level 11, you gain the ability to change Force parts into lightning. You spend 4 Force Points, and then choose a creature within 30 feet and make an ranged attack against it(attack bonus: wis. dom+ prof. bonus). On a hit, the target is paralyzed and takes 4d12 lightning damage. Each round after the attack roll, you can use your bonus action to deal 2d12 additional lightning damage. This effect lasts for 1 minute. At the end of the creature’s turns, he can make a constitution saving throw to end this effect.


Sith’s Visions
Starting at level 15, Your walk to the Dark Side has given you the ability to sense the future. By spending 2 Force points you gain advantage on making an attack roll, 3 Force Points to gain advantage on a skill check or 4 Force points to gain advantage on one saving throw.

Lifestealing Force
Starting at level 20, you gain access to this feature. As an action, you can focus yourself on the Force. You can spend 8 Force Points to change Force parts around 1 creature of your choice within 60 feet. That creature takes 15d10 Force damage, and needs to make a Constitution saving throw. On a fail, the damage is halved.. On a success, the damage is multiplied by 2.




Force Blood:
You have gained the ability to sense the Force by a bloodline. Your father/mother was probably a Jedi to. But having Force blood isn’t enough. You also received some special training, so think about who trained you.

Blood of Force:
Starting at level 1 when you choose this Jedi Origin, your blood is full of Force. You can spend 1 Force point as an action. By using this Force point, you focus on the Force in your blood and control it for a second. In that second, the Force in your blood forms a wall which increases your AC by 2 if you are wearing no armor for 1 minute. You need to concentrate on Blood of Force like you concentrate on a spell.



Gifter:
A strong creature has gifted you the ability to sense the Force. He has also trained you to become a Jedi, and he is still your mentor. You can communicate with him by emotions, and sometimes he makes contact with you. He is played by the DM, but you choose what kind of creature gived you The Gift, at the DM’s descretion.

Jedi Training:
Because of your special training by your mentor, you are more strong with Jedi Weapons. You deal extra damage which is determined by your Wisdom modifier once a turn when you hit. This extra damage can’t be higher then your Jedi level.

ImSAMazing
2015-06-12, 09:35 AM
The following Weapons count as Jedi weapons:

Longsword
Shortsword
Spear
Shortbow
Scimitar

The_Doctor
2015-06-12, 10:02 AM
So they can only choose from those feats? Ok. If the DM even allows the optional feat rule (which they should, but hey.)

Also, can you PLEASE allow for me to play a Sith? FORCE LIGHTNING!

ImSAMazing
2015-06-12, 10:10 AM
So they can only choose from those feats? Ok. If the DM even allows the optional feat rule (which they should, but hey.)

Also, can you PLEASE allow for me to play a Sith? FORCE LIGHTNING!

Good suggestion. I'll think about adding in a Sith Force Path. Any other feedback?

The_Doctor
2015-06-12, 10:30 AM
Firstly, it's a bit to sci-fi to fit into D&D, but that is a minor quibble. "These aren't the gold pieces you're looking for." (My notes are in bold.)

The Force
Starting at lvl 1, you have a special sense, you can sense “the force”. “The force” is everywhere. Every molecule is surrounded by it. It isn’t damaging, except in the hands of Jedi. You gain the following features:
You can concentrate for 1 minute, and then you can choose a creature of your choice within 30 feet of you. Then the creature you have choosen needs to make a Charisma saving throw. On a failure, you sense the alignment of the creature.Seems interesting, roleplaying-wise.
You get Force points, which increase on higher levels. You can use this points to fuel some of your strong force abilities. You regain them after you finish a short rest. However, you can regen an amount of force points equal to halve your maximum Force Points. If you want to regain them all, you can only spend halve your hit dice(rounded up) in that short rest. During a long rest you regain all your force points normally. The DC for saving throws for your force abilities is calculated this way: 8+PROF. Bonus+Wis. Modifier How many Force Points do you get? It never says.

Jedi Origin
Starting at lvl 1, you gain the ability to sense the Force. But how did you gain that ability? Did you gain it by a specific bloodline, or were you gifted by a strong creature? You have 2 choices as Jedi Origin: Force Bloodline or The Gift. Both choices give you a feature at this level, a defensive one or an offensive one. Delete the last sentence.

Unarmored Defense
Starting at lvl 1, when you are not wearing armor your AC is calculated this way: 10+Dex mod+Wis mod. You can't use a Shield and still benefit from this feature. Worded improperly. Write it like so: "When you are not wearing armor or a shield, you gain your Wisdom modifier as a bonus to your Armor Class.


Force Options
Starting at lvl 2, you can choose one Force Option. You can’t choose the same Option two times, even if you later get to choose again. Options:
Force Jump: You jump 3 times as high and far as normal, and 5 times if you spend 1 Force point."I leap over the dragon."
Force Fall: You reduce your falling damage by 1d6*your Jedi level if you spend 1 Force point. Assume you fall 100 feet. Let us assume (because i forget right now) that that would mean you take 10d10 damage. Let us also assume you are level 20. You lose 10-100 HP and gain 20-120 HP. This is slightly good.
Force Will: You have adv. on saving throws against being frightened. What does frightened do again?
Force Speed: Your base speed increases by 10 ft.


Force Push
Starting at lvl 2, when you hit an creature with an attack with a Jedi Weapon, you can use your control over the Force to push the enemy away up to 15ft. The target needs to succeed on a Strength saving throw or be pushed away up to 15 ft, only horizontally not provoking AoO. Let me say this up front: Don't use abbreviations such as lvl, AC, ft, of AoO.


Force Path
Starting at level 3, Your Bloodline or your Gifter has trained you to a new level of power. You specialize into a specific Path of the Force. Each Path gives you features at this level and at higher levels. You can choose out of this Paths: Path of the Force Control; Path of the Jedi Knight; Path of the Master. Another subclass feature?

Ability Score improvement
When you reach lvl 4/6/8/12/16/19, you can increase 2 ability scores by 1 or 1 ability score by 2. You can also choose a feat, but only Jedi approved feats. See a list at the end of the class description for the list.


Extra Attack
Starting at level 5, Your control over the Force allows you to attack at an incredible speed. You can make 2 attacks instead of 1 when you take the Attack action.

Force Explosion
Starting at lvl 7, you can power up your body and the Force around it. As an action, you can spend 2 ki points to deal wis. modifier*d8 in a sphere around you with a radius of 20 feet centered on you. Everyone in this area needs to succeed on a Strength saving throw or get wis. modifier*d8 force damage and be knocked prone. On a success, a target gets only halve damage and isn’t knocked prone. You mean Force Points, yes?

Force Fly
Starting at lvl 9, you can spend 5 Force Points as an action to gain the ability to fly for 1 minute. You gain a fly speed of 50 feet for 1 minute. You need to concentrate on this ability as like you were concentrating on a spell, except when you fail the saving throw for concentration by less then 4, you can use your reaction to stay aloft by spending 1 Force point.

Force Shield
Starting at lvl 10, You have resistance against Force damage, and you can spend 2 Force points as a reaction to have immunity against Force damage until the end of your next turn. Resistance to one of the most non-resisted damage types ever. Cool.

Force Is Everywhere
Starting at lvl 13, you can sense Shapechangers. As an action, you can spend 3 Force points to sense Shapechangers within 30 feet of you. You feel if there is a Shapechanger, and which direction he is from you, but not his exact location and what kind of creature it is.

Ultimate Shield
Starting at lvl 14, when you and/or multiple creatures are targeted by a spell/other offensive effect, you can use your reaction to make up a shield with the same properties as a Wall of Force. This shield lasts until the end of your next turn, and you need to concentrate on it like you were concentrating on a spell.

Power of Force
Starting at lvl 17, As an action, you can cast any LVL 5 spell or lower. You spend 2 * lvl of spell Force Points for this. You can only use this feature once a long rest.

Shocking Force
Starting at lvl 18, as an action, you can cast Earthquake without spending material components by spending 10 Force Points. However, the radius is halved.

If I didn't talk about it, assume it's fine.

ImSAMazing
2015-06-12, 10:38 AM
Firstly, it's a bit to sci-fi to fit into D&D, but that is a minor quibble. "These aren't the gold pieces you're looking for." (My notes are in bold.)
If I didn't talk about it, assume it's fine.

Thnx, why do you think it's a bit to sci-fi? It doesn't include laserswords or something. Also, the Jedi Origin is just for fluff and for possibility's for the DM and for a small bonus. Path of the Force is the real archetype.

Submortimer
2015-06-12, 01:32 PM
Well, it seems like you put a whole lot of thought into how you went forward with this, which I like. That being said, there are a LOT of places this could be improved.



Please note: A Jedi can't multiclass, and can only choose feats which are Jedi Approved. Look at the 3rd post to see the Jedi Approved Feats.


This is a major problem. First, there's no precedent in the base game. For restrictions feats OR multiclassing. Second, there's no reason a character should be needlessly restricted like this, not for game balance OR story reasons. Third, and perhaos most important, there are a number of multiclass jedi characters in the regular and Expanded universe: Luke Skywalker, Kyle Katarn, Revan (from KOTOR), most of your party (From KOTOR 2).



HP at level 1: 8+CON modifier
Hit Dice: 1d8/jedi level
HP at higher levels: 1d8+CON modifier (or 5+CON modifier)


This is fine. Warrior with lots of magic powers, same hp as the warlock.



Armor: None
Weapons: Jedi weapons
Tools: 1 artisian’s tool of choice; disguise kit
Saving Throws: Wisdom and Charisma
Skills: Choose 2 of the list


Need skill list; also, why disguise kit?



The Force
Starting at lvel 1, you have a special sense, you can sense “the force”. “The force” is everywhere. Every molecule is surrounded by it. It isn’t damaging, except in the hands of Jedi. You gain the following features:
You can concentrate for 1 minute, and then you can choose a creature of your choice within 30 feet of you. Then the creature you have choosen needs to make a Charisma saving throw. On a failure, you sense the alignment of the creature.
You get Force points, which increase on higher levels. You can use this points to fuel some of your strong force abilities. You regain them after you finish a short rest. However, you can regen an amount of force points equal to halve your maximum Force Points. If you want to regain them all, you can only spend halve your hit dice(rounded up) in that short rest. During a long rest you regain all your force points normally. The DC for saving throws for your force abilities is calculated this way: 8+PROF. Bonus+Wis. Modifier. At level 1, you have 3 force points. You get another force point for each 2 levels you pass. For example, at level 2 you have 3 force points, but at level 3 you have 4 force points.


The wording is a little odd here, but I get the idea. However, I woukd just stick with letting force points refresh on a shot rest, like a monk's Ki points. Also, I recommend a table that shows class features, force points, etc.



Jedi Origin
Starting at level 1, you gain the ability to sense the Force. But how did you gain that ability? Did you gain it by a specific bloodline, or were you gifted by a strong creature? You have 2 choices as Jedi Origin: Force Bloodline or The Gift. Both choices give you a feature at this level, a defensive one or an offensive one..


Yeah, remove the last sentance.



Unarmored Defense
Starting at level 1, when you are not wearing armor your AC is calculated this way: 10+Dex mod+Wis mod. You can't use a Shield and still benefit from this feature


"When not wearing armor or using a shield, your AC is 10 + dex mod + Wis mod."



Force Options
Starting at level 2, you can choose one Force Option. You can’t choose the same Option two times, even if you later get to choose again. Options:
Force Jump: You jump 3 times as high and far as normal, and 5 times if you spend 1 Force point.
Force Fall: You reduce your falling damage by 1d6*your Jedi level if you spend 1 Force point
Force Will: You have adv. on saving throws against being frightened.
Force Speed: Your base speed increases by 10 ft.


Recommendation: give them all 4 powers. Monks get something similar, let Jedi have them too.



Force Push
Starting at level 2, when you hit an creature with an attack with a Jedi Weapon, you can use your control over the Force to push the enemy away up to 15ft. The target needs to succeed on a Strength saving throw or be pushed away up to 15 ft, only horizontally not provoking an opportunity attack.


Make this an action, make it a 15' cone, and make it cost a force point.



Force Path
Starting at level 3, Your Bloodline or your Gifter has trained you to a new level of power. You specialize into a specific Path of the Force. Each Path gives you features at this level and at higher levels. You can choose out of this Paths: Path of the Force Control; Path of the Jedi Knight; Path of the Master or Path of the Sith


Wording needs improvement.



Ability Score improvement
When you reach level 4/6/8/12/16/19, you can increase 2 ability scores by 1 or 1 ability score by 2. You can also choose a feat, but only Jedi approved feats. See a list at the end of the class description for the list.


Remote the ASI at level 6, and remove the "Jedi approved" sentance.



Extra Attack
Starting at level 5, Your control over the Force allows you to attack at an incredible speed. You can make 2 attacks instead of 1 when you take the Attack action.


This is just fine.



Force Explosion
Starting at level 7, you can power up your body and the Force around it. As an action, you can spend 2 Force Points to deal wis. modifier*d8 in a sphere around you with a radius of 20 feet centered on you. Everyone in this area needs to succeed on a Strength saving throw or get wis. modifier*d8 force damage and be knocked prone. On a success, a target gets only halve damage and isn’t knocked prone.
[Quote]

I would change this a whole bunch:
- First, d8* wisdom modifier is far to "swingy". Make it something like 2d8+wisdom modifier force damage. Remember, force powers for good Jedi should be about incapacitating, not hurting.
- this should fling people. Add in that if the targets are large or smaller, they are pushed back 20 ft.
- you have damage in there twice.

[Quote]
Force Fly
Starting at level 9, you can spend 5 Force Points as an action to gain the ability to fly for 1 minute. You gain a fly speed of 50 feet for 1 minute. You need to concentrate on this ability as like you were concentrating on a spell, except when you fail the saving throw for concentration by less then 4, you can use your reaction to stay aloft by spending 1 Force point.


Spend 5 points to cast the [i]Fly[i] spell. Done.



Force Shield
Starting at level 10, You have resistance against Force damage, and you can spend 2 Force points as a reaction to have immunity against Force damage until the end of your next turn.


Eh...sure.



Force Is Everywhere
Starting at level 13, you can sense Shapechangers. As an action, you can spend 3 Force points to sense Shapechangers within 30 feet of you. You feel if there is a Shapechanger, and which direction he is from you, but not his exact location and what kind of creature it is.


This is far too situational to be a standard power for the class, and was only ever used once throughout the films. It sold be something much more generalized.



Ultimate Shield
Starting at level 14, when you and/or multiple creatures are targeted by a spell/other offensive effect, you can use your reaction to make up a shield with the same properties as a Wall of Force. This shield lasts until the end of your next turn, and you need to concentrate on it like you were concentrating on a spell.


This should have a force point cost.



Power of Force
Starting at level 17, As an action, you can cast any LeveL 5 spell or lower. You spend 2 * level of spell Force Points for this. You can only use this feature once a long rest.


I actually like this. Once per long rest, and yo get a really powerful effect you have to spend almost all your force points.



Shocking Force
Starting at level 18, as an action, you can cast Earthquake without spending material components by spending 10 Force Points. However, the radius is halved.


...kay. I don't think this makes much sense, but...okay.

I'll cover the rest of it later.

ImSAMazing
2015-06-12, 02:10 PM
Well, it seems like you put a whole lot of thought into how you went forward with this, which I like. That being said, there are a LOT of places this could be improved.



This is a major problem. First, there's no precedent in the base game. For restrictions feats OR multiclassing. Second, there's no reason a character should be needlessly restricted like this, not for game balance OR story reasons. Third, and perhaos most important, there are a number of multiclass jedi characters in the regular and Expanded universe: Luke Skywalker, Kyle Katarn, Revan (from KOTOR), most of your party (From KOTOR 2).



This is fine. Warrior with lots of magic powers, same hp as the warlock.



Need skill list; also, why disguise kit?



The wording is a little odd here, but I get the idea. However, I woukd just stick with letting force points refresh on a shot rest, like a monk's Ki points. Also, I recommend a table that shows class features, force points, etc.



Yeah, remove the last sentance.



"When not wearing armor or using a shield, your AC is 10 + dex mod + Wis mod."



Recommendation: give them all 4 powers. Monks get something similar, let Jedi have them too.



Make this an action, make it a 15' cone, and make it cost a force point.



Wording needs improvement.



Remote the ASI at level 6, and remove the "Jedi approved" sentance.



This is just fine.


Force Explosion
Starting at level 7, you can power up your body and the Force around it. As an action, you can spend 2 Force Points to deal wis. modifier*d8 in a sphere around you with a radius of 20 feet centered on you. Everyone in this area needs to succeed on a Strength saving throw or get wis. modifier*d8 force damage and be knocked prone. On a success, a target gets only halve damage and isn’t knocked prone.


I would change this a whole bunch:
- First, d8* wisdom modifier is far to "swingy". Make it something like 2d8+wisdom modifier force damage. Remember, force powers for good Jedi should be about incapacitating, not hurting.
- this should fling people. Add in that if the targets are large or smaller, they are pushed back 20 ft.
- you have damage in there twice.



Spend 5 points to cast the [i]Fly[i] spell. Done.



Eh...sure.



This is far too situational to be a standard power for the class, and was only ever used once throughout the films. It sold be something much more generalized.



This should have a force point cost.



I actually like this. Once per long rest, and yo get a really powerful effect you have to spend almost all your force points.



...kay. I don't think this makes much sense, but...okay.

I'll cover the rest of it later.

Thanks for the feedback! I made some mistakes, indeed. I have updated it with some feedback of you. The Jedi can now choose 3 Force Options, and they gain another one if they become a Jedi Knight. Also why don't you like the Feat restriction? I am fine with multiclassing, but I don't like it that a Jedi can get armor(armor feats), battle manouvres or magic. That is why I restricted the feats.

Submortimer
2015-06-12, 02:30 PM
Mostly, I'm not a fan of restricting basic character options. As far as armor goes, there are bits in both the EU lore and the games that show Jedi (and especially sith) wearing various types of armor. Heck, the Clone Wars tv show has Obi Wan in armor throughout most of its run.

It's a tradeoff, like monks: A monk CAN learn to wear full plate...anyone can learn to do anything. It's just not beneficial to them.

Inchoroi
2015-06-12, 03:03 PM
The only thing that I'm not fond of is the extra extra attacks as part of the Jedi Knight path; not really broken, per se, just not fond of that sort of mechanic.

ImSAMazing
2015-06-13, 02:05 AM
Mostly, I'm not a fan of restricting basic character options. As far as armor goes, there are bits in both the EU lore and the games that show Jedi (and especially sith) wearing various types of armor. Heck, the Clone Wars tv show has Obi Wan in armor throughout most of its run.

It's a tradeoff, like monks: A monk CAN learn to wear full plate...anyone can learn to do anything. It's just not beneficial to them.
That's true. However, I don't like the fact a jedi can learn spells/battle manouvres by feats.


The only thing that I'm not fond of is the extra extra attacks as part of the Jedi Knight path; not really broken, per se, just not fond of that sort of mechanic.
Well, yeah you are a bit right.

Any feedback on the Force Paths?

Inevitability
2015-06-13, 03:24 AM
That's true. However, I don't like the fact a jedi can learn spells/battle manouvres by feats.

Yet the idea of a wizard learning maneuvers, or a barbarian learning spells is okay to you? If a barbarian spends time learning magic, he is allowed to. If a jedi spends time learning battle maneuvers, so should he.

Such a character may be very rare in-game, but hey, they do exist.

ImSAMazing
2015-06-13, 03:38 AM
Yet the idea of a wizard learning maneuvers, or a barbarian learning spells is okay to you? If a barbarian spends time learning magic, he is allowed to. If a jedi spends time learning battle maneuvers, so should he.

Such a character may be very rare in-game, but hey, they do exist.

Allright. I'll remove the restrictions.

ImSAMazing
2015-06-13, 04:46 AM
Well, it seems like you put a whole lot of thought into how you went forward with this, which I like. That being said, there are a LOT of places this could be improved.



This is a major problem. First, there's no precedent in the base game. For restrictions feats OR multiclassing. Second, there's no reason a character should be needlessly restricted like this, not for game balance OR story reasons. Third, and perhaos most important, there are a number of multiclass jedi characters in the regular and Expanded universe: Luke Skywalker, Kyle Katarn, Revan (from KOTOR), most of your party (From KOTOR 2).



This is fine. Warrior with lots of magic powers, same hp as the warlock.



Need skill list; also, why disguise kit?



The wording is a little odd here, but I get the idea. However, I woukd just stick with letting force points refresh on a shot rest, like a monk's Ki points. Also, I recommend a table that shows class features, force points, etc.



Yeah, remove the last sentance.



"When not wearing armor or using a shield, your AC is 10 + dex mod + Wis mod."



Recommendation: give them all 4 powers. Monks get something similar, let Jedi have them too.



Make this an action, make it a 15' cone, and make it cost a force point.



Wording needs improvement.



Remote the ASI at level 6, and remove the "Jedi approved" sentance.



This is just fine.

[quote]
Force Explosion
Starting at level 7, you can power up your body and the Force around it. As an action, you can spend 2 Force Points to deal wis. modifier*d8 in a sphere around you with a radius of 20 feet centered on you. Everyone in this area needs to succeed on a Strength saving throw or get wis. modifier*d8 force damage and be knocked prone. On a success, a target gets only halve damage and isn’t knocked prone.
[Quote]

I would change this a whole bunch:
- First, d8* wisdom modifier is far to "swingy". Make it something like 2d8+wisdom modifier force damage. Remember, force powers for good Jedi should be about incapacitating, not hurting.
- this should fling people. Add in that if the targets are large or smaller, they are pushed back 20 ft.
- you have damage in there twice.



Spend 5 points to cast the [i]Fly[i] spell. Done.



Eh...sure.



This is far too situational to be a standard power for the class, and was only ever used once throughout the films. It sold be something much more generalized.



This should have a force point cost.



I actually like this. Once per long rest, and yo get a really powerful effect you have to spend almost all your force points.



...kay. I don't think this makes much sense, but...okay.

I'll cover the rest of it later.



Can you please leave feedback on the Force Paths?

PoeticDwarf
2015-06-13, 11:02 AM
It's a balanced and a very nice class.
But he can't multiclass, why? Han Solo is a rogue, that is clear.

And like Dire_Stirge says, it is logic if he can learn from all feat, but with a good reason you can keep that.

ImSAMazing
2015-06-13, 01:42 PM
It's a balanced and a very nice class.
But he can't multiclass, why? Han Solo is a rogue, that is clear.

And like Dire_Stirge says, it is logic if he can learn from all feat, but with a good reason you can keep that.

I already removed it. If you had looked at it...

ImSAMazing
2015-06-15, 06:12 AM
BUMP!

Anymore feedback?

ImSAMazing
2015-06-16, 04:36 AM
I'd like some feedback about the Force Paths.

DracoKnight
2015-06-16, 04:42 AM
I'd like some feedback about the Force Paths.

They look fine.

ImSAMazing
2015-06-16, 05:04 AM
They look fine.

Thnx! WHat about the rest of the class?

QRob001
2015-08-13, 08:48 PM
It states
Unarmored Defense
Starting at level 1, When not wearing armor or using a shield, your AC is 10 + dex mod + Wis mod.


Does this mean it goes up like a monk in defence or is it a monk in all respects with the force?

Also what is meant by force path feature in the class table?

sephorth
2016-08-16, 02:39 PM
Hell, who doesn't want to play a jedi? Lol. Looks interesting