Gnollmaster88
2007-12-30, 07:22 PM
ATTENTION ALL READERS!!!!!!!
There will be some MAJOR changes coming into the Jedi/Sith Prestige Classes over the Next few days so bear with me. These changes will include Chooseable Force powers instead of a fixed few coming with the new FORCE POWERS THREAD. Along with the Force Powers Thread will come the FORCE FEATS THREAD. These threads will appear within the next few days. Thanks for all your ideas and support!
-Gnollmaster88
Jedi
The Jedi is a master of the Force. She has the ability to manipulate these powers to do gain certain abilities such as Force Run, Force Jump, Force Push and many more. Even though they fight for the forces good against the Sith (http://www.giantitp.com/forums/showthread.php?p=3728400#post3728400), the are still susceptible to the forces of evil...
As NPC's, Jedi can either be found in groups or traveling solo.
Hit Die:d8
Requirements
To qualify to become a Jedi a character must fulfill all* the following criteria.
Alignment:Any Good
Skills:Concentrate 8 Ranks, Knowledge Psionics 4 ranks, Craft 8 ranks.
Class:Any Psionic.
Special:Force Powers are inhibited by armour. A Jedi must sacrifice all armour (Including shields) for the traditional Jedi robes.
Base Attack Bonus:+3
Class Skills
The Jedi's class skills (and key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge Psionics (Int), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Survival (Wis), Swim (Str), Tumble (Dex).
Skill Points at Each Level:6+Int Modifier.
Class Features
All the following are class features of the Jedi prestige class.
Weapon and Armour Proficiency
Because of their training, Jedi gain proficiency with the Lightsaber (http://www.giantitp.com/forums/showthread.php?p=3728184#post3728184). (Click to see stats and "how to create"). Because of their Force sensitivity Jedi cannot wear armour or else their force powers will not work. Because of this Jedi are only proficient with Jedi Robes (http://www.giantitp.com/forums/showthread.php?p=3728184#post3728184). (Click to see stats).
Table for the Jedi Prestige Class
1st +1 +0 +2 +2 4 Force Powers, Force Armour, Lightsaber Creation
2nd +1 +0 +2 +2 9 Force Push
3rd +2 +1 +3 +3 15 Force Run, Lightsaber Focus
4th +2 +2 +4 +4 22 Lightsaber Throw
5th +3 +3 +5 +5 30 Meld In, Force Mind
6th +3 +3 +5 +5 39 Force Jump, Greater Force Push
7th +4 +4 +6 +6 49 Jedi Mind Trick, Greater Lightsaber Focus
8th +4 +5 +7 +7 60 Force Heal, Greater Force Armour
9th +5 +6 +8 +8 72 Force Attraction, Greater Lightsaber Throw
10th +5 +6 +8 +8 85 Force Lift
Special Abilities(In order of Level)
Force Powers:Allows the Jedi to use, well, The Force. A force power is anything with "Force" or "Greater Force" in front of it (except Force armour or greater force armour and including Jedi Mind trick). A Jedi can use as many Force Powers a day as she has Power Points. Every Force Power costs 2 Power Points.
Force Armour:Gives the Jedi a +1 Dodge (http://www.d20srd.org/srd/feats.htm#dodge) Bonus
Lightsaber Creation:Allows the Jedi to create a Lightsaber. (See above link)
Force Push:Ranged Touch Attack. Range 10 feet + 5 feet per 2 levels of Jedi. Pushes the target back 10 feet + per level of Jedi. Causes 1d6 non-lethal damage.
Force Run:Allows the Jedi to run at twice her normal speed. (This does not include swimming and climbing.)(can be used with Force Jump to get a giant running start which gives and additional +3 to jump checks.)
Lightsaber Focus:Gives the Jedi a +1 to attack rolls and damage when using the Lightsaber.
Lightsaber Throw:Range:10 feet + 5 for every point of str modifier. (does not go backwards if character has a negative modifier.) Causes the Jedi's Lightsaber to cut through the target (if hit) causing the normal damage except she adds her dex modifier instead of str modifier.
Meld In: Gives the Jedi a +4 to hide checks (for use in shadows and crowds)
Force Mind:Gives the Jedi a +5 to concentration checks.
Force Jump:Gives the Jedi a +4 to Jump Checks.
Greater Force Push:Allows the Jedi to target up to three monsters as long as the targets are 5 to 10 feet apart and in range.
Jedi Mind Trick:Gives the Jedi a +4 to Bluff and diplomacy Checks.
Greater Lightsaber Focus:Gives the Jedi an additional +2 to attack rolls and damage when using the Lightsaber.
Force Heal:Heals 1d8 + even levels of Jedi.
Greater Force Armour:Gives the Jedi an additional +2 Dodge Bonus.
Force Attraction:Allows the Jedi to draw object to her hand. object must be 10 pounds or lighter and able to fit in her arms or hands.
Greater Lightsaber Throw:Allows the Jedi to target up to three monsters as long as they are 5-10 feet apart and in range.
Force LiftThe Jedi Capstone, this allows the Jedi to lift an object that is 20 pounds plus 10 pounds for every level or below.
*Or those that the DM says are necessary.
**I know thats not what Weapon Focus and Greater Weapon Focus do but roll with me here.
Thats my Idea. Feel free to post suggestions or comments!
-Gnollmaster88
There will be some MAJOR changes coming into the Jedi/Sith Prestige Classes over the Next few days so bear with me. These changes will include Chooseable Force powers instead of a fixed few coming with the new FORCE POWERS THREAD. Along with the Force Powers Thread will come the FORCE FEATS THREAD. These threads will appear within the next few days. Thanks for all your ideas and support!
-Gnollmaster88
Jedi
The Jedi is a master of the Force. She has the ability to manipulate these powers to do gain certain abilities such as Force Run, Force Jump, Force Push and many more. Even though they fight for the forces good against the Sith (http://www.giantitp.com/forums/showthread.php?p=3728400#post3728400), the are still susceptible to the forces of evil...
As NPC's, Jedi can either be found in groups or traveling solo.
Hit Die:d8
Requirements
To qualify to become a Jedi a character must fulfill all* the following criteria.
Alignment:Any Good
Skills:Concentrate 8 Ranks, Knowledge Psionics 4 ranks, Craft 8 ranks.
Class:Any Psionic.
Special:Force Powers are inhibited by armour. A Jedi must sacrifice all armour (Including shields) for the traditional Jedi robes.
Base Attack Bonus:+3
Class Skills
The Jedi's class skills (and key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge Psionics (Int), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Survival (Wis), Swim (Str), Tumble (Dex).
Skill Points at Each Level:6+Int Modifier.
Class Features
All the following are class features of the Jedi prestige class.
Weapon and Armour Proficiency
Because of their training, Jedi gain proficiency with the Lightsaber (http://www.giantitp.com/forums/showthread.php?p=3728184#post3728184). (Click to see stats and "how to create"). Because of their Force sensitivity Jedi cannot wear armour or else their force powers will not work. Because of this Jedi are only proficient with Jedi Robes (http://www.giantitp.com/forums/showthread.php?p=3728184#post3728184). (Click to see stats).
Table for the Jedi Prestige Class
1st +1 +0 +2 +2 4 Force Powers, Force Armour, Lightsaber Creation
2nd +1 +0 +2 +2 9 Force Push
3rd +2 +1 +3 +3 15 Force Run, Lightsaber Focus
4th +2 +2 +4 +4 22 Lightsaber Throw
5th +3 +3 +5 +5 30 Meld In, Force Mind
6th +3 +3 +5 +5 39 Force Jump, Greater Force Push
7th +4 +4 +6 +6 49 Jedi Mind Trick, Greater Lightsaber Focus
8th +4 +5 +7 +7 60 Force Heal, Greater Force Armour
9th +5 +6 +8 +8 72 Force Attraction, Greater Lightsaber Throw
10th +5 +6 +8 +8 85 Force Lift
Special Abilities(In order of Level)
Force Powers:Allows the Jedi to use, well, The Force. A force power is anything with "Force" or "Greater Force" in front of it (except Force armour or greater force armour and including Jedi Mind trick). A Jedi can use as many Force Powers a day as she has Power Points. Every Force Power costs 2 Power Points.
Force Armour:Gives the Jedi a +1 Dodge (http://www.d20srd.org/srd/feats.htm#dodge) Bonus
Lightsaber Creation:Allows the Jedi to create a Lightsaber. (See above link)
Force Push:Ranged Touch Attack. Range 10 feet + 5 feet per 2 levels of Jedi. Pushes the target back 10 feet + per level of Jedi. Causes 1d6 non-lethal damage.
Force Run:Allows the Jedi to run at twice her normal speed. (This does not include swimming and climbing.)(can be used with Force Jump to get a giant running start which gives and additional +3 to jump checks.)
Lightsaber Focus:Gives the Jedi a +1 to attack rolls and damage when using the Lightsaber.
Lightsaber Throw:Range:10 feet + 5 for every point of str modifier. (does not go backwards if character has a negative modifier.) Causes the Jedi's Lightsaber to cut through the target (if hit) causing the normal damage except she adds her dex modifier instead of str modifier.
Meld In: Gives the Jedi a +4 to hide checks (for use in shadows and crowds)
Force Mind:Gives the Jedi a +5 to concentration checks.
Force Jump:Gives the Jedi a +4 to Jump Checks.
Greater Force Push:Allows the Jedi to target up to three monsters as long as the targets are 5 to 10 feet apart and in range.
Jedi Mind Trick:Gives the Jedi a +4 to Bluff and diplomacy Checks.
Greater Lightsaber Focus:Gives the Jedi an additional +2 to attack rolls and damage when using the Lightsaber.
Force Heal:Heals 1d8 + even levels of Jedi.
Greater Force Armour:Gives the Jedi an additional +2 Dodge Bonus.
Force Attraction:Allows the Jedi to draw object to her hand. object must be 10 pounds or lighter and able to fit in her arms or hands.
Greater Lightsaber Throw:Allows the Jedi to target up to three monsters as long as they are 5-10 feet apart and in range.
Force LiftThe Jedi Capstone, this allows the Jedi to lift an object that is 20 pounds plus 10 pounds for every level or below.
*Or those that the DM says are necessary.
**I know thats not what Weapon Focus and Greater Weapon Focus do but roll with me here.
Thats my Idea. Feel free to post suggestions or comments!
-Gnollmaster88