New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 1 of 2 12 LastLast
Results 1 to 30 of 55
  1. - Top - End - #1
    Ettin in the Playground
    Join Date
    Jun 2009
    Location
    City of Culture TM
    Gender
    Intersex

    Default Force Sensitive (redone) PEACH

    Long story short i found this http://www.dandwiki.com/wiki/Force_S...83.5e_Class%29 class and asked around
    some people said if i wanted to use it i had to redo it so here it is

    The Force is what gives a Jedi his power. It's an energy field created by all living things. It surrounds us and penetrates us. It binds the galaxy together.
    Obi Wan Kenobi:Force Sensitive
    Hit Die:D8
    Skill Points:
    at first level 4+intx4
    At each level after 4+int
    Class Skills:
    Balance,Bluff,Climb,Concentration,Diplomacy,Heal,J ump,Knowledge(the
    force),Knowledge(local), Knowledge(geography),Listen,Sense
    Motive,Spot,Tumble
    Force Sensitive
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Manipulate Force ,Sustained Telekinesis,Lightning Reflexes

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    |

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +3
    |Bonus Feat

    4th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |

    5th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |

    6th|
    +4
    |
    +2
    |
    +5
    |
    +5
    |

    7th|
    +5
    |
    +2
    |
    +5
    |
    +5
    |Bonus Feat

    8th|
    +6/+1
    |
    +2
    |
    +6
    |
    +6
    |

    9th|
    +6/+1
    |
    +3
    |
    +6
    |
    +6
    |

    10th|
    +7/+2
    |
    +3
    |
    +7
    |
    +7
    |2/day force recharge

    11th|
    +8/+3
    |
    +3
    |
    +7
    |
    +7
    |Bonus Feat

    12th|
    +9/+4
    |
    +4
    |
    +8
    |
    +8
    |

    13th|
    +9/+4
    |
    +4
    |
    +8
    |
    +8
    |

    14th|
    +10/+5
    |
    +4
    |
    +9
    |
    +9
    |

    15th|
    +11/+6/+1
    |
    +5
    |
    +9
    |
    +9
    |Bonus Feat

    16th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +10
    |

    17th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +10
    |

    18th|
    +13/+8/+3
    |
    +6
    |
    +11
    |
    +11
    |

    19th|
    +14/+9/+4
    |
    +6
    |
    +11
    |
    +11
    |Bonus Feat

    20th|
    +15/+10/+5
    |
    +7
    |
    +12
    |
    +12
    |3/day force recharge[/table]

    Weapon Proficiencies:all simple weapons and 2 martial weapons

    Armour Proficiencies:all light armours


    Bonus Feat:Take from Fighter bonus feat list

    Lightning Reflexes:Gives feat lightning reflexes if already have pick another feat that you qualify for.

    Manipulate Force:Make a check with base DC based of spell level
    {table=head] Spell Level|Base DC


    0st|
    8

    1st|
    10

    2st|
    13

    3st|
    15

    4st|
    18

    5st|
    20

    6st|
    23

    7st|
    25

    8st|
    28

    9st|
    30
    [/table]

    If the spell level x2-1-Force Sensitive level=0 or less there is no change
    if it is more multiply the result by 2 then add it to the DC
    You gain a +1 modifier to the DC every time you cast a spell
    Those modifiers dissipate after 8 hours rest of using Force Recharge
    For spells not on the spell list the entire DC Quadruples
    Wisdom is a modifier

    Telekinesis:
    Positives:It can lift things the DC increases by 1 every 50 pounds with a base DC of 15 lifted it takes wisdom as a modifier it can move an object 15 feet a round can be used for bull rush, disarm, grapple (including pin), or trip except the do not provoke an AoO the DC for these action is (15+enemy str mod),gets a bonus according to this table
    {table=head] Level|Exsisting Bonus

    1st|
    +0

    2st|
    +1

    3st|
    +1

    4st|
    +2

    5st|
    +2

    6st|
    +3

    7st|
    +3

    8st|
    +4

    9st|
    +4

    10st|
    +5

    11st|
    +5

    12st|
    +6

    13st|
    +6

    14st|
    +7

    15st|
    +7

    16st|
    +8

    17st|
    +8

    18st|
    +9

    19st|
    +9

    20st|
    +10
    [/table]
    and finally has a range of as far as the eye can see(no scry's do not count)
    Negatives:
    1)Every time you fail a check you cannot use force manipulation for 1d4 turns+1d4 per+2 over 15 numbers like 16 get rounded up.
    2)Every 1 minute you maintain the ability you have to make a force use check with a +1 DC for example Kishen wants to hold up a 50 pound rock up for 1 minute he has to make a DC 16 check initially to hold it up after 1 minute he has to make a DC 17 check and so on.

    Force Recharge:
    All +1 modifiers for casting spells get wiped out

    Spell List

    0:
    Cure Minor Wounds: Cures 1 point of damage.
    Detect Magic: Detects spells and magic items within 60 ft.
    Guidance: +1 on one attack roll, saving throw, or skill check.
    Daze: Humanoid creature of 4 HD or less loses next action.
    Ghost Sound: Figment sounds.
    Mage Hand: 5-pound telekinesis.
    Message: Whispered conversation at distance.
    Open/Close: Opens or closes small or light things.
    Detect Poison: Detects poison in one creature or object.
    Know Direction: You discern north.
    Resistance: Subject gains +1 bonus on saving throws.
    Virtue: Subject gains 1 temporary hp.
    Inflict Minor Wounds: Touch attack, 1 point of damage.
    Light: Object shines like a torch.
    Restore Plant

    1:
    Command: One subject obeys selected command for 1 round.
    Divine Favor: You gain +1 per three levels on attack and damage rolls.
    Endure Elements: Exist comfortably in hot or cold environments.
    Entropic Shield: Ranged attacks against you have 20% miss chance. (okay technically this was their lightsabers but still).
    Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
    Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
    Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
    True Strike: +20 on your next attack roll. (the Force is with you... always)
    Ventriloquism: Throws voice for 1 min./level.
    Expeditious Retreat: Your speed increases by 30 ft.
    Feather Fall: Objects or creatures fall slowly.
    Jump: Subject gets bonus on Jump checks.
    Shield: Invisible disc gives +4 to AC, blocks magic missiles.
    Mage Armor: Gives subject +4 armor bonus.
    Charm Person: Makes one person your friend.
    Hypnotism: Fascinates 2d4 HD of creatures.
    Calm Animals: Calms (2d4 + level) HD of animals.
    Charm Animal: Makes one animal your friend.
    Bane: Enemies take –1 on attack rolls and saves against fear.
    Bless: Allies gain +1 on attack rolls and saves against fear.

    2:
    Augury M F: Learns whether an action will be good or bad.
    Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
    Bull’s Strength: Subject gains +4 to Str for 1 min./level.
    Calm Emotions: Calms creatures, negating emotion effects.
    Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
    Delay Poison: Stops poison from harming subject for 1 hour/level.
    Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
    Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
    Remove Paralysis: Frees one or more creatures from paralysis or
    slow effect.
    Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. (Vader absorbs a blaster)
    Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
    Status: Monitors condition, position of allies.
    Protection from Arrows: Subject immune to most ranged attacks.
    Detect Thoughts: Allows “listening” to surface thoughts.
    Locate Object: Senses direction toward object (specific or type).
    See Invisibility: Reveals invisible creatures or objects.
    Daze Monster: Living creature of 6 HD or less loses next action.
    Misdirection: Misleads divinations for one creature or object.
    Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
    Darkvision: See 60 ft. in total darkness.
    Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
    Fox’s Cunning: Subject gains +4 Int for 1 min./level.
    Levitate: Subject moves up and down at your direction.

    3:
    Arcane Sight
    Blink
    Darkvision
    Displacement
    Discern Lies
    Fear
    Haste
    Hold Person
    Lightning Bolt
    Plant Growth:Enrichment
    Rage(Beware of the darkside young skywalker)
    Suggestion(you do not want to sell me any death sticks)
    Cure Serious Wounds
    Inflict Serious Wounds
    Remove Disease
    Nondetection
    Protection from Energy
    Heroism
    Clairaudience/Clairvoyance
    Dispel Magic
    Fly

    4:
    Confusion
    Crushing Despair
    Divination
    Divine Power
    Cure Critical Wounds
    Inflict Critical Wounds
    Neutralize Poison
    Restoration
    Break Enchantment
    Charm Monster
    Freedom Of Movement
    Sending

    5:
    Greater Command
    Mass Cure Light Wounds
    Mass Inflict Light Wounds
    Scrying (what to do about foci and expensive material components though?)
    Overland Flight (force witches of Dathomir)
    Rary's Telepathic Bond
    Hold Monster
    Telekinesis
    False Vision
    Dream

    6:
    True Seeing (at the same level as wizards)
    Legend Lore
    Greater Heroism
    Mass Suggestion
    Mass Bear's Endurance/Bull's Strength/Cat's Grace/Fox's Cunning/Owl's Wisdom/Eagle's Splendor
    Tenser's Transformation
    Mass Cure Moderate Wounds
    Find the Path
    Mass Inflict Moderate Wounds
    Chain Lightning

    7:

    Heal
    Harm (same level as Druid; can still be accessed early DC is 31 so as soon as you have a Periapt of Wisdom +4 and either +2 racial bonus to Wisdom or Lv 8).
    Mass Cure Serious Wounds
    Mass Inflict Serious Wounds
    Greater Restoration
    Greater Scrying
    Control Weather
    Greater Arcane Sight
    Mass Hold Person

    8:
    Mind Blank
    Protection from Spells
    Discern Location
    Moment of Prescience
    Mass Charm Monster
    Mass Cure Critical Wounds
    Mass Inflict Critical Wounds
    Whirlwind

    9:
    Mass Heal (and early casting this can be awesome if you don't have other ways to fully heal out of combat)
    Energy Drain
    Mass Hold Monster
    Foresight
    Time Stop
    Last edited by The_Admiral; 2010-08-29 at 05:50 AM.
    Quotes
    Spoiler
    Show

    Quote Originally Posted by DJ Sagara
    It's not Yggdrasil or Helheim you're facing, it's the cold rule that says the world demands sacrifice in exchange of hope. Destroy that rule and change the world.
    Quote Originally Posted by Fox Mulder
    I did not lie, I wilfully participated in a campaign of misinformation

    Avatar by Kaariane.

    Murdered by Furthur Maths.

  2. - Top - End - #2
    Banned
     
    PirateGuy

    Join Date
    Jul 2010

    Default Re: Force Sensitive (redone) P.E.A.C.H

    What is the class's objective? Right now it looks like a one-level dip for 2 good saves and free lightning reflexes. After that, it's basically a string of control boosts...

    Is this a melee class? A "blast it with magic" class?

    This is a class around Tier 2 that uses force blasts, and the Star Wars version of The Force. It seems to be what the D&D Wiki class was originally made for, but only goes to level 15 and could use to be toned down a little. This would be an easier task than rewriting an entire class, if you'd like to take on the project... or you could take this 12-level class, though it has less flavor.

    Just a suggestion.
    Last edited by Aran Banks; 2010-08-13 at 01:15 AM.

  3. - Top - End - #3
    Ettin in the Playground
    Join Date
    Jun 2009
    Location
    City of Culture TM
    Gender
    Intersex

    Default Re: Force Sensitive (redone) P.E.A.C.H

    What is a control boost?
    Quotes
    Spoiler
    Show

    Quote Originally Posted by DJ Sagara
    It's not Yggdrasil or Helheim you're facing, it's the cold rule that says the world demands sacrifice in exchange of hope. Destroy that rule and change the world.
    Quote Originally Posted by Fox Mulder
    I did not lie, I wilfully participated in a campaign of misinformation

    Avatar by Kaariane.

    Murdered by Furthur Maths.

  4. - Top - End - #4
    Banned
     
    PirateGuy

    Join Date
    Jul 2010

    Default Re: Force Sensitive (redone) P.E.A.C.H

    "manipulate force check".

    It's just easier to simplify the vocabulary... soooo what IS the goal of this class?

  5. - Top - End - #5
    Ettin in the Playground
    Join Date
    Jun 2009
    Location
    City of Culture TM
    Gender
    Intersex

    Default Re: Force Sensitive (redone) P.E.A.C.H

    To be a jack of all trades
    by that i mean able to blast and melee
    Last edited by The_Admiral; 2010-08-13 at 01:33 AM.
    Quotes
    Spoiler
    Show

    Quote Originally Posted by DJ Sagara
    It's not Yggdrasil or Helheim you're facing, it's the cold rule that says the world demands sacrifice in exchange of hope. Destroy that rule and change the world.
    Quote Originally Posted by Fox Mulder
    I did not lie, I wilfully participated in a campaign of misinformation

    Avatar by Kaariane.

    Murdered by Furthur Maths.

  6. - Top - End - #6
    Ettin in the Playground
    Join Date
    Jun 2009
    Location
    City of Culture TM
    Gender
    Intersex

    Default Re: Force Sensitive (redone) P.E.A.C.H

    Can someone help me word this
    Force manipulation you have to make a check for lack of a better term lets call it a force manipulation check.It has a base of 15 it is based of wisdom and it has 4 effects
    Positives
    1)It can lift things the DC increases by 1 every 50 pounds lifted
    2)It can mimic any spells from level 0>9 the DC increases according to this table

    {table=head]spell Level|DC bonus

    0|
    +2

    1|
    +4

    2|
    +6

    3|
    +8

    4|
    +10

    5|
    +12

    6|
    +14

    7|
    +16

    8|
    +18

    9|
    +20
    [/table]

    but this table is for force spells only.For none force spells the DC doubles
    Negatives
    1)Every time you fail a check you cannot use force manipulation for 1d4 turns+1d4 per+2 over 15
    2)Every time you make a successful check flip a coin if tails you take a -1 cumulative integer this integer increases by 1 for every time it is 2 more than 15.The negative modifier will go away after 8 hours of rest
    Last edited by The_Admiral; 2010-08-14 at 01:21 AM.
    Quotes
    Spoiler
    Show

    Quote Originally Posted by DJ Sagara
    It's not Yggdrasil or Helheim you're facing, it's the cold rule that says the world demands sacrifice in exchange of hope. Destroy that rule and change the world.
    Quote Originally Posted by Fox Mulder
    I did not lie, I wilfully participated in a campaign of misinformation

    Avatar by Kaariane.

    Murdered by Furthur Maths.

  7. - Top - End - #7
    Banned
     
    PirateGuy

    Join Date
    Jul 2010

    Default Re: Force Sensitive (redone) P.E.A.C.H

    Well, first thing is that you should separate those abilities into two different things. One should be the sustained force verssion of telekinesis at-will, and the other one....

    man, the other one... you've got to change that. Saying that this class can cast any spell 1 through 9 with only a certain control check is pretty wild. If you can cast lvl 1 spells reliably, the DC increase is only 16... which means lvl 9 spells could very well be in the RNG rage for a level 1 caster. If you're going for "chance to cast any spell evar", I recommend using the Wild Mage and switching out standard class abilities for telekinesis abilities. That should satisfy your desires nicely.

  8. - Top - End - #8
    Ettin in the Playground
    Join Date
    Jun 2009
    Location
    City of Culture TM
    Gender
    Intersex

    Default Re: Force Sensitive (redone) P.E.A.C.H

    is a dc of 19 okay for level 1 spells?
    Quotes
    Spoiler
    Show

    Quote Originally Posted by DJ Sagara
    It's not Yggdrasil or Helheim you're facing, it's the cold rule that says the world demands sacrifice in exchange of hope. Destroy that rule and change the world.
    Quote Originally Posted by Fox Mulder
    I did not lie, I wilfully participated in a campaign of misinformation

    Avatar by Kaariane.

    Murdered by Furthur Maths.

  9. - Top - End - #9
    Titan in the Playground
     
    Zaydos's Avatar

    Join Date
    Aug 2009
    Location
    Erutnevda

    Default Re: Force Sensitive (redone) P.E.A.C.H

    Important stuff is in blue, the rest is mostly just speculation till I know the answer to what's in blue and assume a worst-case scenario (which I don't honestly expect).

    Is manipulate force a skill or something like class level + wisdom or 1/2 class level + wisdom - 1? That makes a big difference in what DCs are okay.

    I'd say very definitely avoid making it skill checks as those are far too easily increased. (even now with their +9 at Lv 20 if it is a skill they could assuming 30 Wis get out a Lv 9 spell on a -10 with skill focus) I'm assuming it is actually based off of wisdom and 1/2 class level -1 like the table would indicate giving a +19 at Lv 20 assuming 30 Wis. Which means a 16 would be needed for a Lv 9 spell and after 9 or 10 uses of your power you could probably no longer use 9th level spells at all and your chances of failing with them are so bad the only ones you'd use are long duration buffs.

    Also what is a force spell and what is not? Is it simply up to the DM to say "this seems to fit the Force from Star Wars"? Because depending upon 1) the DM's knowledge of the EU and 2) how much of the stuff from the EU the DM throws out (personally I call discontinuity on the New Jedi Order in its entirely) that would make a large difference.

    Can't really say more till I know the answers. It looks like it could be interesting, though. Also look up on the Truenamer to know what not to do with check based casting (although the Truenamer also suffered from a highly gimped spell selection).
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  10. - Top - End - #10
    Ettin in the Playground
    Join Date
    Jun 2009
    Location
    City of Culture TM
    Gender
    Intersex

    Default Re: Force Sensitive (redone) P.E.A.C.H

    Quote Originally Posted by Zaydos View Post
    Important stuff is in blue, the rest is mostly just speculation till I know the answer to what's in blue and assume a worst-case scenario (which I don't honestly expect).

    Is manipulate force a skill or something like class level + wisdom or 1/2 class level + wisdom - 1? That makes a big difference in what DCs are okay.

    I'd say very definitely avoid making it skill checks as those are far too easily increased. (even now with their +9 at Lv 20 if it is a skill they could assuming 30 Wis get out a Lv 9 spell on a -10 with skill focus) I'm assuming it is actually based off of wisdom and 1/2 class level -1 like the table would indicate giving a +19 at Lv 20 assuming 30 Wis. Which means a 16 would be needed for a Lv 9 spell and after 9 or 10 uses of your power you could probably no longer use 9th level spells at all and your chances of failing with them are so bad the only ones you'd use are long duration buffs.

    Also what is a force spell and what is not? Is it simply up to the DM to say "this seems to fit the Force from Star Wars"? Because depending upon 1) the DM's knowledge of the EU and 2) how much of the stuff from the EU the DM throws out (personally I call discontinuity on the New Jedi Order in its entirely) that would make a large difference.

    Can't really say more till I know the answers. It looks like it could be interesting, though. Also look up on the Truenamer to know what not to do with check based casting (although the Truenamer also suffered from a highly gimped spell selection).
    1)It is just a check that takes wisdom as a modifier.
    2)Can someone help me balance the check then
    3)Spells with the force descriptor but now i am having second thoughts
    Quotes
    Spoiler
    Show

    Quote Originally Posted by DJ Sagara
    It's not Yggdrasil or Helheim you're facing, it's the cold rule that says the world demands sacrifice in exchange of hope. Destroy that rule and change the world.
    Quote Originally Posted by Fox Mulder
    I did not lie, I wilfully participated in a campaign of misinformation

    Avatar by Kaariane.

    Murdered by Furthur Maths.

  11. - Top - End - #11
    Titan in the Playground
     
    Zaydos's Avatar

    Join Date
    Aug 2009
    Location
    Erutnevda

    Default Re: Force Sensitive (redone) P.E.A.C.H

    Quote Originally Posted by Captain_Obvious View Post
    1)It is just a check that takes wisdom as a modifier.
    Okay, that's what I thought most likely, but had to double check.

    2)Can someone help me balance the check then
    Not sure if I'm the best person to do it, but I'm willing to try. Really though what is balanced depends upon:

    3)Spells with the force descriptor but now i am having second thoughts
    This should have occurred to me... I'd say give them a spell-list of things that are thematically appropriate to Jedi still, though. Jedi didn't really use D&D force effects, actually in a lot of ways they're more similar to D&D psionics (hmm... I wonder why). Ones I think of when I think Jedi are: Suggestion, Charm Person/Charm Monster, Telekinesis, Foresight, Divination, and Lightning Bolt (okay that one is Sith). Jedi really had a mix of Enchantment, Divination, Conjuration (Healing) and some Transmutation (Bull's Strength, Cat's Grace, etc, and Telekinesis). As Force Sensitives they should be able to tap into both Light and Darkside powers so throw in some Lightning Bolts and Evocation.

    What you decide to have be a "force" spell or not will make a large difference in overall power; also is the

    For none force spells the DC doubles
    As written that would mean the entire DC is doubled (to 34 for 0-level spells), I'm guessing the intent was the DC increase is doubled (to 19 for 0-level, and 23 for 1st, etc) which makes a huge difference in potential for abuse.

    Other thoughts: Needs MOAR lightsabers, and maybe Wis to AC when unarmored due to the foresight granted by the Force (maybe make it a Su ability). Not sure on balance of these but they're my thoughts as a Star Wars fan boy.
    Last edited by Zaydos; 2010-08-13 at 10:41 PM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  12. - Top - End - #12
    Ettin in the Playground
    Join Date
    Jun 2009
    Location
    City of Culture TM
    Gender
    Intersex

    Default Re: Force Sensitive (redone) P.E.A.C.H

    Thanks i will give them a spell list
    *stares at list**stares at length of movies*eer how about you do it
    Which one is more balanced
    a)Doubling the entire DC
    b)Doubling the bonus only
    Last edited by The_Admiral; 2010-08-13 at 10:56 PM.
    Quotes
    Spoiler
    Show

    Quote Originally Posted by DJ Sagara
    It's not Yggdrasil or Helheim you're facing, it's the cold rule that says the world demands sacrifice in exchange of hope. Destroy that rule and change the world.
    Quote Originally Posted by Fox Mulder
    I did not lie, I wilfully participated in a campaign of misinformation

    Avatar by Kaariane.

    Murdered by Furthur Maths.

  13. - Top - End - #13
    Titan in the Playground
     
    Zaydos's Avatar

    Join Date
    Aug 2009
    Location
    Erutnevda

    Default Re: Force Sensitive (redone) P.E.A.C.H

    Depends upon spell-list. The thing is spontaneous casting from every class's spell list is incredibly power. Even if limited to low level spells that is still really good as there is usually a low level spell on some spell list that can circumvent any given problem. Doubling the entire DC is pretty much saying: Only a master can do anything not on the list. Doubling the DC increase though leads to "I can do anything, I am a GOD!!!" Really I'm not sure if spontaneous casting from every class's list can be balanced without spells known or something, but I'm not the best balance person in the Playground by far so maybe someone with more experience can give a more concrete opinion (the only chapter in the PHB I don't generally know every detail of is the spells; oh and special combat maneuvers my PCs never used them).
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  14. - Top - End - #14
    Ettin in the Playground
    Join Date
    Jun 2009
    Location
    City of Culture TM
    Gender
    Intersex

    Default Re: Force Sensitive (redone) P.E.A.C.H

    Quote Originally Posted by Zaydos View Post
    Depends upon spell-list. The thing is spontaneous casting from every class's spell list is incredibly power. Even if limited to low level spells that is still really good as there is usually a low level spell on some spell list that can circumvent any given problem. Doubling the entire DC is pretty much saying: Only a master can do anything not on the list. Doubling the DC increase though leads to "I can do anything, I am a GOD!!!" Really I'm not sure if spontaneous casting from every class's list can be balanced without spells known or something, but I'm not the best balance person in the Playground by far so maybe someone with more experience can give a more concrete opinion (the only chapter in the PHB I don't generally know every detail of is the spells; oh and special combat maneuvers my PCs never used them).
    option a then
    Can Someone Help Make a Spell List?
    Last edited by The_Admiral; 2010-08-13 at 11:10 PM.
    Quotes
    Spoiler
    Show

    Quote Originally Posted by DJ Sagara
    It's not Yggdrasil or Helheim you're facing, it's the cold rule that says the world demands sacrifice in exchange of hope. Destroy that rule and change the world.
    Quote Originally Posted by Fox Mulder
    I did not lie, I wilfully participated in a campaign of misinformation

    Avatar by Kaariane.

    Murdered by Furthur Maths.

  15. - Top - End - #15
    Titan in the Playground
     
    Zaydos's Avatar

    Join Date
    Aug 2009
    Location
    Erutnevda

    Default Re: Force Sensitive (redone) P.E.A.C.H

    I used to have an alternate spell-list for paladins to use as "Jedi" I can see if it is on this computer, but I think it is on my (currently non-functional) laptop.

    Edit: Couldn't find the list on this computer. Sorry.
    Last edited by Zaydos; 2010-08-13 at 11:38 PM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  16. - Top - End - #16
    Barbarian in the Playground
     
    Force's Avatar

    Join Date
    Nov 2009
    Location
    Michigan
    Gender
    Male

    Default Re: Force Sensitive (redone) P.E.A.C.H

    Try going through the Force powers list on Wookieepedia for a good list of Force "spells" that Jedi use in the books/movies/whatever.

  17. - Top - End - #17
    Titan in the Playground
     
    Zaydos's Avatar

    Join Date
    Aug 2009
    Location
    Erutnevda

    Default Re: Force Sensitive (redone) P.E.A.C.H

    Okay just going from memory of the films and some of the books and spells from the PHB:

    Lv 0:
    Cure Minor Wounds: Cures 1 point of damage.
    Detect Magic: Detects spells and magic items within 60 ft.
    Guidance: +1 on one attack roll, saving throw, or skill check.
    Daze: Humanoid creature of 4 HD or less loses next action.
    Ghost Sound: Figment sounds.
    Mage Hand: 5-pound telekinesis.
    Message: Whispered conversation at distance.
    Open/Close: Opens or closes small or light things.

    I'd also say the following probably fit:
    Detect Poison: Detects poison in one creature or object.
    Know Direction: You discern north.
    Resistance: Subject gains +1 bonus on saving throws.
    Virtue: Subject gains 1 temporary hp.
    Inflict Minor Wounds: Touch attack, 1 point of damage.
    Light: Object shines like a torch.

    1st level:
    Command: One subject obeys selected command for 1 round.
    Divine Favor: You gain +1 per three levels on attack and damage rolls.
    Endure Elements: Exist comfortably in hot or cold environments.
    Entropic Shield: Ranged attacks against you have 20% miss chance. (okay technically this was their lightsabers but still).
    Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
    Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
    Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
    True Strike: +20 on your next attack roll. (the Force is with you... always)
    Ventriloquism: Throws voice for 1 min./level.
    Expeditious Retreat: Your speed increases by 30 ft.
    Feather Fall: Objects or creatures fall slowly.
    Jump: Subject gets bonus on Jump checks.

    I'd also add:
    Shield: Invisible disc gives +4 to AC, blocks magic missiles.
    Mage Armor: Gives subject +4 armor bonus.
    Charm Person: Makes one person your friend.
    Hypnotism: Fascinates 2d4 HD of creatures.
    Calm Animals: Calms (2d4 + level) HD of animals.
    Charm Animal: Makes one animal your friend.
    Bane: Enemies take –1 on attack rolls and saves against fear.
    Bless: Allies gain +1 on attack rolls and saves against fear.

    This is only Lv 0 and 1 for now. I'm not sure how powerful this spell list would make them, and if it is too good don't put Charm Person or Command on it although those are some of the most iconic abilities. One thing that makes this rather more difficult is that the Force is subtler than D&D magic so the Jedi might have been spamming Haste and Bless and we could never notice or they could have been simply that good at fighting. The books clarify this a little (yes Jedi spam buff spells), but also include several semi-unique talents (some of which might have only been in KotOR and the d20 RPG) that probably shouldn't be on the spell-list if you're allowing them to cast spells that are not on it with increased DCs.

    Will work on ideas for Lv 2 and 3 at some point.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  18. - Top - End - #18
    Ettin in the Playground
    Join Date
    Jun 2009
    Location
    City of Culture TM
    Gender
    Intersex

    Default Re: Force Sensitive (redone) P.E.A.C.H

    Quote Originally Posted by Zaydos View Post
    Okay just going from memory of the films and some of the books and spells from the PHB:

    Lv 0:
    Cure Minor Wounds: Cures 1 point of damage.
    Detect Magic: Detects spells and magic items within 60 ft.
    Guidance: +1 on one attack roll, saving throw, or skill check.
    Daze: Humanoid creature of 4 HD or less loses next action.
    Ghost Sound: Figment sounds.
    Mage Hand: 5-pound telekinesis.
    Message: Whispered conversation at distance.
    Open/Close: Opens or closes small or light things.

    I'd also say the following probably fit:
    Detect Poison: Detects poison in one creature or object.
    Know Direction: You discern north.
    Resistance: Subject gains +1 bonus on saving throws.
    Virtue: Subject gains 1 temporary hp.
    Inflict Minor Wounds: Touch attack, 1 point of damage.
    Light: Object shines like a torch.

    1st level:
    Command: One subject obeys selected command for 1 round.
    Divine Favor: You gain +1 per three levels on attack and damage rolls.
    Endure Elements: Exist comfortably in hot or cold environments.
    Entropic Shield: Ranged attacks against you have 20% miss chance. (okay technically this was their lightsabers but still).
    Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
    Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
    Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
    True Strike: +20 on your next attack roll. (the Force is with you... always)
    Ventriloquism: Throws voice for 1 min./level.
    Expeditious Retreat: Your speed increases by 30 ft.
    Feather Fall: Objects or creatures fall slowly.
    Jump: Subject gets bonus on Jump checks.

    I'd also add:
    Shield: Invisible disc gives +4 to AC, blocks magic missiles.
    Mage Armor: Gives subject +4 armor bonus.
    Charm Person: Makes one person your friend.
    Hypnotism: Fascinates 2d4 HD of creatures.
    Calm Animals: Calms (2d4 + level) HD of animals.
    Charm Animal: Makes one animal your friend.
    Bane: Enemies take –1 on attack rolls and saves against fear.
    Bless: Allies gain +1 on attack rolls and saves against fear.

    This is only Lv 0 and 1 for now. I'm not sure how powerful this spell list would make them, and if it is too good don't put Charm Person or Command on it although those are some of the most iconic abilities. One thing that makes this rather more difficult is that the Force is subtler than D&D magic so the Jedi might have been spamming Haste and Bless and we could never notice or they could have been simply that good at fighting. The books clarify this a little (yes Jedi spam buff spells), but also include several semi-unique talents (some of which might have only been in KotOR and the d20 RPG) that probably shouldn't be on the spell-list if you're allowing them to cast spells that are not on it with increased DCs.

    Will work on ideas for Lv 2 and 3 at some point.
    I would remove mage hand
    Quotes
    Spoiler
    Show

    Quote Originally Posted by DJ Sagara
    It's not Yggdrasil or Helheim you're facing, it's the cold rule that says the world demands sacrifice in exchange of hope. Destroy that rule and change the world.
    Quote Originally Posted by Fox Mulder
    I did not lie, I wilfully participated in a campaign of misinformation

    Avatar by Kaariane.

    Murdered by Furthur Maths.

  19. - Top - End - #19
    Titan in the Playground
     
    Zaydos's Avatar

    Join Date
    Aug 2009
    Location
    Erutnevda

    Default Re: Force Sensitive (redone) P.E.A.C.H

    I left Mage Hand in despite the Telekinesis power because of how they can cast spells off their list so they could cast it regardless. Also if they'll have Greater Mage Hand (Lv 2; SpC) and/or Telekinesis (which can do combat maneuvers as well as just move objects) it makes sense just to put it on the list for ease of play. Redundant yes, detrimental no.

    Speaking of Spell Compendium I intend to go over it once I finish the PHB but that might be a bad idea, these full list casters can explode in power if they get a wide enough spell selection.

    Lv 2 Spells:
    Augury M F: Learns whether an action will be good or bad.
    Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
    Bull’s Strength: Subject gains +4 to Str for 1 min./level.
    Calm Emotions: Calms creatures, negating emotion effects.
    Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
    Delay Poison: Stops poison from harming subject for 1 hour/level.
    Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
    Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
    Remove Paralysis: Frees one or more creatures from paralysis or
    slow effect.
    Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. (Vader absorbs a blaster)
    Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
    Status: Monitors condition, position of allies.
    Protection from Arrows: Subject immune to most ranged attacks.
    Detect Thoughts: Allows “listening” to surface thoughts.
    Locate Object: Senses direction toward object (specific or type).
    See Invisibility: Reveals invisible creatures or objects.
    Daze Monster: Living creature of 6 HD or less loses next action.
    Misdirection: Misleads divinations for one creature or object.
    Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
    Darkvision: See 60 ft. in total darkness.
    Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
    Fox’s Cunning: Subject gains +4 Int for 1 min./level.
    Levitate: Subject moves up and down at your direction.

    Sorry I didn't get to the Lv 3, but I have to go quick.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  20. - Top - End - #20
    Ettin in the Playground
    Join Date
    Jun 2009
    Location
    City of Culture TM
    Gender
    Intersex

    Default Re: Force Sensitive (redone) P.E.A.C.H

    Level 3 :
    Arcane Sight
    Blink
    Darkvision
    Displacement
    Discern Lies
    Fear
    Haste
    Hold Person
    Lightning Bolt
    Plant Growth:Enrichment
    Rage(Beware of the darkside young skywalker)
    Suggestion(you do not want to sell me any death sticks)
    Quotes
    Spoiler
    Show

    Quote Originally Posted by DJ Sagara
    It's not Yggdrasil or Helheim you're facing, it's the cold rule that says the world demands sacrifice in exchange of hope. Destroy that rule and change the world.
    Quote Originally Posted by Fox Mulder
    I did not lie, I wilfully participated in a campaign of misinformation

    Avatar by Kaariane.

    Murdered by Furthur Maths.

  21. - Top - End - #21
    Ettin in the Playground
    Join Date
    Jun 2009
    Location
    City of Culture TM
    Gender
    Intersex

    Default Re: Force Sensitive (redone) P.E.A.C.H

    Who am I the king of doubleposting?
    Level 4:Break Enchantment
    Charm Monster
    Freedom Of Movement
    Sending
    Level 5:Heal
    False Vision
    Dream
    True Seeing

    Are these list okay so far?
    Quotes
    Spoiler
    Show

    Quote Originally Posted by DJ Sagara
    It's not Yggdrasil or Helheim you're facing, it's the cold rule that says the world demands sacrifice in exchange of hope. Destroy that rule and change the world.
    Quote Originally Posted by Fox Mulder
    I did not lie, I wilfully participated in a campaign of misinformation

    Avatar by Kaariane.

    Murdered by Furthur Maths.

  22. - Top - End - #22
    Titan in the Playground
     
    Zaydos's Avatar

    Join Date
    Aug 2009
    Location
    Erutnevda

    Default Re: Force Sensitive (redone) P.E.A.C.H

    Quote Originally Posted by Captain_Obvious View Post
    Level 3 :
    Arcane Sight
    Blink
    Darkvision
    Displacement
    Discern Lies
    Fear
    Haste
    Hold Person
    Lightning Bolt
    Plant Growth:Enrichment
    Rage(Beware of the darkside young skywalker)
    Suggestion(you do not want to sell me any death sticks)
    I'd add the Cure spell and Inflict spell and Fly as the ability to fly with the force was at least as common as Plant Growth.

    Quote Originally Posted by Captain_Obvious View Post
    Who am I the king of doubleposting?
    Level 4:Break Enchantment
    Charm Monster
    Freedom Of Movement
    Sending
    Level 5:Heal
    False Vision
    Dream
    True Seeing

    Are these list okay so far?
    I'd have to look through the Lv list but I'd say if you're giving them break Enchantment they should have Dispel Magic at Lv 3. And of course Cure and Inflict.

    Level 5:
    Don't give them Heal (one of the best healing spells in the game) earlier than cleric. They don't need it and out of battle they can cast Lv 5 spells as early as Lv 6 if they've maxed Wisdom (21 Wis [with magic item or racial bonus) + 2 from level = Nat 20 for a Lv 5 spell) and you don't need Heal that early. Have to look through the spell lists on this one since I haven't had a chance to yet.

    Edit: Noticed that Break Enchantment is a Lv 5 cleric spell; again they can already get early access to spells (especially out of battle) so they really don't need any spell earlier than Cleric or Wizard.

    Got a chance to look over things for Lv 3 I would add:
    Cure Serious Wounds
    Inflict Serious Wounds
    Remove Disease
    Nondetection
    Protection from Energy
    Heroism
    Clairaudience/Clairvoyance

    Maybe Wind Wall as it was used in at least one story set in the EU.

    Lv 4:
    Confusion
    Crushing Despair
    Divination
    Divine Power
    Cure Critical Wounds
    Inflict Critical Wounds
    Neutralize Poison
    Restoration

    Lv 5:
    Greater Command
    Mass Cure Light Wounds
    Mass Inflict Light Wounds
    Scrying (what to do about foci and expensive material components though?)
    Overland Flight (force witches of Dathomir)
    Rary's Telepathic Bond
    Hold Monster
    Telekinesis

    Lv 6:
    True Seeing (at the same level as wizards)
    Legend Lore
    Greater Heroism
    Mass Suggestion
    Mass Bear's Endurance/Bull's Strength/Cat's Grace/Fox's Cunning/Owl's Wisdom/Eagle's Splendor
    Tenser's Transformation
    Mass Cure Moderate Wounds
    Find the Path
    Mass Inflict Moderate Wounds
    Chain Lightning

    Lv 7:
    Heal
    Harm (same level as Druid; can still be accessed early DC is 31 so as soon as you have a Periapt of Wisdom +4 and either +2 racial bonus to Wisdom or Lv 8).
    Mass Cure Serious Wounds
    Mass Inflict Serious Wounds
    Greater Restoration
    Greater Scrying
    Control Weather
    Greater Arcane Sight
    Mass Hold Person

    Lv 8:
    Mind Blank
    Protection from Spells
    Discern Location
    Moment of Prescience
    Mass Charm Monster
    Mass Cure Critical Wounds
    Mass Inflict Critical Wounds
    Whirlwind

    Lv 9:
    Mass Heal (and early casting this can be awesome if you don't have other ways to fully heal out of combat)
    Energy Drain
    Mass Hold Monster
    Foresight
    Time Stop.

    Note: You have to be especially careful with levels for out of combat spells as they will get access to them before a normal caster gets access to that spell level.
    Last edited by Zaydos; 2010-08-15 at 01:00 PM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  23. - Top - End - #23
    Ettin in the Playground
    Join Date
    Jun 2009
    Location
    City of Culture TM
    Gender
    Intersex

    Default Re: Force Sensitive (redone) P.E.A.C.H

    Quote Originally Posted by Zaydos View Post
    I'd add the Cure spell and Inflict spell and Fly as the ability to fly with the force was at least as common as Plant Growth.



    I'd have to look through the Lv list but I'd say if you're giving them break Enchantment they should have Dispel Magic at Lv 3. And of course Cure and Inflict.

    Level 5:
    Don't give them Heal (one of the best healing spells in the game) earlier than cleric. They don't need it and out of battle they can cast Lv 5 spells as early as Lv 6 if they've maxed Wisdom (21 Wis [with magic item or racial bonus) + 2 from level = Nat 20 for a Lv 5 spell) and you don't need Heal that early. Have to look through the spell lists on this one since I haven't had a chance to yet.

    Edit: Noticed that Break Enchantment is a Lv 5 cleric spell; again they can already get early access to spells (especially out of battle) so they really don't need any spell earlier than Cleric or Wizard.

    Got a chance to look over things for Lv 3 I would add:
    Cure Serious Wounds
    Inflict Serious Wounds
    Remove Disease
    Nondetection
    Protection from Energy
    Heroism
    Clairaudience/Clairvoyance

    Maybe Wind Wall as it was used in at least one story set in the EU.

    Lv 4:
    Confusion
    Crushing Despair
    Divination
    Divine Power
    Cure Critical Wounds
    Inflict Critical Wounds
    Neutralize Poison
    Restoration

    Lv 5:
    Greater Command
    Mass Cure Light Wounds
    Mass Inflict Light Wounds
    Scrying (what to do about foci and expensive material components though?)
    Overland Flight (force witches of Dathomir)
    Rary's Telepathic Bond
    Hold Monster
    Telekinesis

    Lv 6:
    True Seeing (at the same level as wizards)
    Legend Lore
    Greater Heroism
    Mass Suggestion
    Mass Bear's Endurance/Bull's Strength/Cat's Grace/Fox's Cunning/Owl's Wisdom/Eagle's Splendor
    Tenser's Transformation
    Mass Cure Moderate Wounds
    Find the Path
    Mass Inflict Moderate Wounds
    Chain Lightning

    Lv 7:
    Heal
    Harm (same level as Druid; can still be accessed early DC is 31 so as soon as you have a Periapt of Wisdom +4 and either +2 racial bonus to Wisdom or Lv 8).
    Mass Cure Serious Wounds
    Mass Inflict Serious Wounds
    Greater Restoration
    Greater Scrying
    Control Weather
    Greater Arcane Sight
    Mass Hold Person

    Lv 8:
    Mind Blank
    Protection from Spells
    Discern Location
    Moment of Prescience
    Mass Charm Monster
    Mass Cure Critical Wounds
    Mass Inflict Critical Wounds
    Whirlwind

    Lv 9:
    Mass Heal (and early casting this can be awesome if you don't have other ways to fully heal out of combat)
    Energy Drain
    Mass Hold Monster
    Foresight
    Time Stop.

    Note: You have to be especially careful with levels for out of combat spells as they will get access to them before a normal caster gets access to that spell level.
    1)It's imitate not cast
    2)And finally skills
    Last edited by The_Admiral; 2010-08-16 at 01:01 AM.
    Quotes
    Spoiler
    Show

    Quote Originally Posted by DJ Sagara
    It's not Yggdrasil or Helheim you're facing, it's the cold rule that says the world demands sacrifice in exchange of hope. Destroy that rule and change the world.
    Quote Originally Posted by Fox Mulder
    I did not lie, I wilfully participated in a campaign of misinformation

    Avatar by Kaariane.

    Murdered by Furthur Maths.

  24. - Top - End - #24
    Banned
     
    PirateGuy

    Join Date
    Jul 2010

    Default Re: Force Sensitive (redone) P.E.A.C.H

    So you make a Class level check + Wis to see if you can cast a certain spell?

    A couple things:

    a) I recommend getting rid of the "+1 force usage" bonuses. They're extra bookkeeping, and really don't help since this is a class that probably won't PrC into a class that doesn't give +spellcasting (assuming they're allowed to do that. If not, you'll see mostly Force Sensitive 20 builds). Make it level + WisMod (part b builds the DCs around that too).

    b) I'm running the numbers on your DCs, and I think an appropriate pattern would be (spell level x 2.5) + 8. I don't do tables, but I'll write this up. A warning: It's based on lvl + WisMod checks, without the force usage bonuses:
    • 0: DC 8
    • 1: DC 10
    • 2: DC 13
    • 3: 15
    • 4: 18
    • 5: 20
    • 6: 23
    • 7: 25
    • 8: 28
    • 9: 30


    That works out for a decent character level + WisMod pattern. Now, if the (spell level x 2) - 1 - Force Sensitive level > 0, then multiply the result by 2 and add it to the DC. Thus, a level 1 character would cast spells as such:

    The first casting percentages are based on a level 1 character with 18 Wis; a +5 casting bonus. After the first cast, casting chances decrease by 1 each time.
    0: Base DC 8. (0 x 2) - 1 - 1 = -2. That's not greater than zero! Final DC: 8 (90% for first cast)
    1: Base DC 10. (1 x 2) - 1 - 1 = 0. That's not greater than zero! Final DC: 10 (80% for first cast)
    2: Base DC 13. (2 x 2) - 1 - 1 = 2. That's greater than zero... 2 x 2 = 4. Final DC: 17 (40% for first cast)
    3: Base DC 15. (3 x 2) - 1 - 1 = 4. That's greater than zero... 4 x 2 = 8. Final DC: 23 (10% for first cast)
    Casting spells of level 4 and higher is impossible

    That works pretty well.

    c) A possible idea is to give the FS force recharges that will let them reboot their casting. A force recharge should be a big thing--you get it 1/day at level 1, and one extra time per day at level 10 and every 10 levels afterwards (level 20... and maybe going on into epic)... there's also the possibility of making that how they refresh their casting, but I kind of don't like that idea. Too much cheese.

    d) I'm not sure how your casting progression works (it's a little weird-looking), but a system based off of checks doesn't need anything like that in there. Use that whole (spell level x 2) - 1 thing, from part (b) and you can get rid of the spell access stuff.

  25. - Top - End - #25

    Default Re: Force Sensitive (redone) P.E.A.C.H

    Oh come on. Jedi using arcane magic? Psionics is so perfect!
    Last edited by Tinydwarfman; 2010-08-16 at 01:42 AM.

  26. - Top - End - #26
    Ettin in the Playground
    Join Date
    Jun 2009
    Location
    City of Culture TM
    Gender
    Intersex

    Default Re: Force Sensitive (redone) P.E.A.C.H

    Quote Originally Posted by Aran Banks View Post
    So you make a Class level check + Wis to see if you can cast a certain spell?

    A couple things:

    a) I recommend getting rid of the "+1 force usage" bonuses. They're extra bookkeeping, and really don't help since this is a class that probably won't PrC into a class that doesn't give +spellcasting (assuming they're allowed to do that. If not, you'll see mostly Force Sensitive 20 builds). Make it level + WisMod (part b builds the DCs around that too).

    b) I'm running the numbers on your DCs, and I think an appropriate pattern would be (spell level x 2.5) + 8. I don't do tables, but I'll write this up. A warning: It's based on lvl + WisMod checks, without the force usage bonuses:
    • 0: DC 8
    • 1: DC 10
    • 2: DC 13
    • 3: 15
    • 4: 18
    • 5: 20
    • 6: 23
    • 7: 25
    • 8: 28
    • 9: 30


    That works out for a decent character level + WisMod pattern. Now, if the (spell level x 2) - 1 - Force Sensitive level > 0, then multiply the result by 2 and add it to the DC. Thus, a level 1 character would cast spells as such:

    The first casting percentages are based on a level 1 character with 18 Wis; a +5 casting bonus. After the first cast, casting chances decrease by 1 each time.
    0: Base DC 8. (0 x 2) - 1 - 1 = -2. That's not greater than zero! Final DC: 8 (90% for first cast)
    1: Base DC 10. (1 x 2) - 1 - 1 = 0. That's not greater than zero! Final DC: 10 (80% for first cast)
    2: Base DC 13. (2 x 2) - 1 - 1 = 2. That's greater than zero... 2 x 2 = 4. Final DC: 17 (40% for first cast)
    3: Base DC 15. (3 x 2) - 1 - 1 = 4. That's greater than zero... 4 x 2 = 8. Final DC: 23 (10% for first cast)
    Casting spells of level 4 and higher is impossible

    That works pretty well.

    c) A possible idea is to give the FS force recharges that will let them reboot their casting. A force recharge should be a big thing--you get it 1/day at level 1, and one extra time per day at level 10 and every 10 levels afterwards (level 20... and maybe going on into epic)... there's also the possibility of making that how they refresh their casting, but I kind of don't like that idea. Too much cheese.

    d) I'm not sure how your casting progression works (it's a little weird-looking), but a system based off of checks doesn't need anything like that in there. Use that whole (spell level x 2) - 1 thing, from part (b) and you can get rid of the spell access stuff.
    Wow thanks
    Quotes
    Spoiler
    Show

    Quote Originally Posted by DJ Sagara
    It's not Yggdrasil or Helheim you're facing, it's the cold rule that says the world demands sacrifice in exchange of hope. Destroy that rule and change the world.
    Quote Originally Posted by Fox Mulder
    I did not lie, I wilfully participated in a campaign of misinformation

    Avatar by Kaariane.

    Murdered by Furthur Maths.

  27. - Top - End - #27
    Banned
     
    PirateGuy

    Join Date
    Jul 2010

    Default Re: Force Sensitive (redone) P.E.A.C.H

    Quote Originally Posted by Tinydwarfman View Post
    Oh come on. Jedi using arcane magic? Psionics is so perfect!
    One word:

    Ectoplasm.

    @Captain Obvious: No problem. I love this sort of math. Oh, and for casting spells off of the spell list, I'd just increase the DC by half (so 0-level spells are 14, 1st-level spells are 15, and 9th-level spells are 45).
    Last edited by Aran Banks; 2010-08-16 at 02:45 AM.

  28. - Top - End - #28
    Ettin in the Playground
    Join Date
    Jun 2009
    Location
    City of Culture TM
    Gender
    Intersex

    Default Re: Force Sensitive (redone) P.E.A.C.H

    Hey is the original skill list okay for use?
    Quotes
    Spoiler
    Show

    Quote Originally Posted by DJ Sagara
    It's not Yggdrasil or Helheim you're facing, it's the cold rule that says the world demands sacrifice in exchange of hope. Destroy that rule and change the world.
    Quote Originally Posted by Fox Mulder
    I did not lie, I wilfully participated in a campaign of misinformation

    Avatar by Kaariane.

    Murdered by Furthur Maths.

  29. - Top - End - #29
    Banned
     
    PirateGuy

    Join Date
    Jul 2010

    Default Re: Force Sensitive (redone) P.E.A.C.H

    I'd add Climb, Kn (local), Kn (geography), and Spellcraft... since he's using magic, he should know all about it.

    Other than that, yeah.

  30. - Top - End - #30
    Ettin in the Playground
    Join Date
    Jun 2009
    Location
    City of Culture TM
    Gender
    Intersex

    Default Re: Force Sensitive (redone) P.E.A.C.H

    I don't think spellcraft should be there because he is only mimicking the effects of the spell not the spell itself
    Quotes
    Spoiler
    Show

    Quote Originally Posted by DJ Sagara
    It's not Yggdrasil or Helheim you're facing, it's the cold rule that says the world demands sacrifice in exchange of hope. Destroy that rule and change the world.
    Quote Originally Posted by Fox Mulder
    I did not lie, I wilfully participated in a campaign of misinformation

    Avatar by Kaariane.

    Murdered by Furthur Maths.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •