Force User
| Hero Level | Attack Bonus | Class Features |
| 1 | 0 | Defense Bonus, Starting Feats, talents, skills |
| 2 | 1 | Bonus Feat |
| 3 | 2 | Talent : Train Skill |
| 4 | 3 | Bonus Feat : Attribute + |
| 5 | 3 | Talent |
| 6 | 4 | Bonus Feat |
| 7 | 5 | Talent : Train Skill |
| 8 | 6 | Bonus Feat : Attribute + |
| 9 | 6 | Talent |
| 10 | 7 | Bonus Feat |
| 11 | 8 | Talent : Train Skill |
| 12 | 9 | Bonus Feat : Attribute + |
| 13 | 9 | Talent |
| 14 | 10 | Bonus Feat |
| 15 | 11 | Talent : Train Skill |
| 16 | 12 | Bonus Feat : Attribute + |
| 17 | 12 | Talent |
| 18 | 13 | Bonus Feat |
| 19 | 14 | Talent : Train Skill |
| 20 | 15 | Bonus Feat : Attribute + |
Class Skills : at level 1 train in 3 + int modifier
| Acrobatics | Endurance | Initiative | Jump | Knowledge (all) |
| Perception | Mechanics(all), | Persuasion(all) | Pilot | Ride |
Abilities : Force users need to focus on Wisdom and Charisma
Strength and Dexterity come to play in combat
Each level you can distribute 3 + Int modifier in skill ranks to any available skill.
Each level you can distribute 0
- You may not have a higher training or skill ranking than your character level
Hit Points : level 1 receive 30 hitpoints + constitution modifier
- further levels gain 1d10 + con modifier
Class Features
Defensive bonus : at level 1 gain + 1 to Fortitude Defense, Reflex Defense, and Will Defense
Starting Feat: at level 1 gain these Feats -
Weapon Proficiency : Simple weapons
Force Sensitivity
Force Training - This feat grants you use of Force Powers you get 1 + Wisdom modifier powers when you gain this feat.
Force Powers - You may train a new Force power in place of training a Skill after level 1. (use the feat Skill Training, or when you get new skill training at levels 3,7,11,15, and 19)
Force Power Points
You gain 1/2 * number of Force user levels in your Force Power Points.(every odd level you gain 1 Force power point)
- Taking the Feat Force Training a second time will give you 1 new Force Power and +1 Force power point.
- Taking the Feat Force Boon will Gain 1 + 1d4 additional Force power Points.
If your character is in a group with knowledge of lightsabers (Sith or Jedi) you start with a lightsaber and receive the following skill
Weapon Proficiency (lightsabers)
talent trees but you must meet the prerequisites of any chosen talent.
Force Ambassador
Users are skilled negotiators and prefer to use the strength of words and wisdom of the force to solve conflicts target must have intelligence of 3 or higher must be able to see, hear and understand you.- Adept Negotiator:As a standard action you can weaken the resolve of one enemy with your words
- Make a persuasion check success is if the result equals or exceeds the targets Will Defense
- If successful the target will move 1 closer to friendly on the following chart HostileUntrustingSuspiciousWaryNeutralAmenableAgreeable
- Each movement requires a new standard round, any attacks will result in the target moving to Hostile.
- Master Negotiator: Same as Adept except it moves 2 spaces closer to friendly on the chart
- Prerequisite : Adept Negotiator
- Force Persuasion:You can use Force Check modifier instead of Persuasion check when persuasion check is needed.
- Prerequisite : Adept Negotiator
- Skilled Adviser : You can spend a full round action advising an ally thus granting +5 bonus to their next skill check.
- You can not advise yourself.
Force Combatant
Combat oriented force users- Acrobatic Recovery:If an effect causes you to fall prone you can make a dc20 acrobatics check to remain on your feet
- Battle Meditation:A meditation that allows you and your allies to work together seamlessly
- All allies within a 6 squares of the force user gain +1 on attack rolls
- Meditation ends if force user fails a Will save or falls unconscious.
- Defensive Meditation: furthers the battle meditation to grant allies a +1 to all defenses.
- Prerequisite : Battle Meditation
- Elusive Target: When force user is fighting, ranged attacks take a -5 penalty
- Force Intuition: Can use Force check instead of Initiative modifier when making Initiative checks
Force Focus
Allows force users to better deal with other force users- Clear Mind: You may reroll any opposed use the force check made to detect force users
- This allows you to avoid detection by other force-users
- If you re-roll you must take the result even if it was worse than the original roll
- Force Haze: As a standard action you may hide your allies from other force users detection
- Additionally this will hide allies from standard enemies as if sneaking even if in plain view
- Use force check and compare to will defense of any creature with line of sight of allies
- Area allies must be in to be covered is equal to 1/2 the level of the force user rounded up with max of 6 squares
- Prerequisite : Clear Mind
- Sense Force Motive: May re-roll a force check to detect force users (if rerolled must take result)
- additionally if you detect a force user you learn what level of darkness or lightness a character has with the force.
- Sense Force Scourge: If you are fighting a force user of opposite Light score you deal extra damage on melee attacks
- damage is equal to your charisma score (minimum damage of 1)
- Prerequisite : Sense Force Motive
- Resist the Force : May use 1 force power point to resist any force power used on them Adds 1d6 + 1 to will for resist the power.
Lightsaber Combat
(Must be trained, all Jedi receive this training. If not a Jedi you need to seek out someone to teach you.)- Deflect: As a reaction you may negate an attack by making a successful use the force check.
- you receive a -5 penalty each additional time you use the skill till it is your turn again.
- Greater Deflect: The penalty is lowered to -2 instead of -5 for each additional use.
- Prerequisite : Deflect
- Redirect shot: This allows you to redirect a blaster bolt along a specific trajectory. Only single blaster bolts can be redirected
- Redirect requires a successful Deflect
- Redirecting multiple bolts adds an additional -5 penalty to your deflect talent
- Prerequisite : Deflect
- Lightsaber Defense: as Swift action using your lightsaber you move to a defensive stance.
- gain a +1 bonus to reflex defense until the start of your next turn
- (can be taken multiple times to a max of + 3 on bonus)
- Lightsaber Throw: You can throw a lightsaber as a standard action treating it as a thrown weapon.
- apply normal range penalties to the attack roll
- If target is within 6 squares you can use a dc20 force check to return weapon
- (if you have the Dual Weapon mastery talent you may throw both weapons normal penalties apply)
- returning both lightsabers take a -2 penalty to your force check.
- Build Lightsaber: at level 7 you may construct your own lightsaber.
Alter Force
- Disciplined Strike: Whenever you use a Force Power that as and Area effect you may exclude a certain number of people from being effected by that power
- Number can be equal to or less than your Wisdom modifier
- Force Armor: You can spend a Force point as a standard action to gain damage reduction 10 for 1 min
- Force Shield: You can spend a force point as a standard action to give an ally damage reduction 10 for 1 min
- Prerequisite : Force Armor
- Equilibrium : As a swift action you can spend a force power point to remove all debilitating conditions affecting you.
Passion of the Force
When using passion it becomes hard to use the force without passion and will move you deeper towards the darkside of the force. Jedi avoid this talent tree at all cost as it directly goes against the Jedi teaching and way.- Power of Passion : Allow a passion to fuel your attack (you must state what passion you wish to use and why)
- You spend 1 force point to modify an attack roll (1d6 bonus)
- You may additionally spend 1 force point to add 1d6 damage to a force power
- Acceptable passions are Anger, Fear, Hatred, Love, Jealousy, Hope
- You need a valid reason for the passion or it won't work, up to the game masters discretion.
- Emotional Presence: As a standard action you use your emotions to grant yourself and all allies within 6 square blocks
- a + 1 force bonus to all defenses you can use a force point to additionally grant a +1 attack bonus
- Prerequisite : Power of Passion
- Emotional Loss : Whenever an ally falls within line of sight (0 hp or less) You gain a +2 Force bonus on
- attack rolls and damage rolls until the end of the encounter.
- Bonus does not stack if additional allies fall
- Prerequisite : Power of Passion, Emotional Presence
- Swift Power : Once per day you can use a Force power that normally takes a standard action or move action as a swift action
- Prerequisite : Power of Passion
Sense the Force
- Force Perception: You can use a force check instead of a perception check.
- Force Check : You can use a force check to add + 2 to any check needed (pilot check, perception check, … )
- Prerequisite : Force Perception
- Gauge Force Potential : Buy focusing on a specific creature in line of sight you can determine how strong in the force a being is
- Takes 1 standard action and requires a use the force check. If your check equals or beats the targets will defense you succeed. This will grant the following information -
- Know how many force points the being has.
- know how many powers and talents the being has.
- Foresight : You may spend a force point to reroll and imitative check, if you roll a 20 you regain the force point spent
- Visions : You can spend a force point as a swift action to see into the target's past or future.
- Target must be within line of sight or can be used as part of the farseeing Force power. (Prerequisite : farseeing)
- Prerequisite : Foresight
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