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Wielder of the Force (3.5e Class)

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'''Abilities:''' Strength or Dexterity is very important for attacking with the Wielder of the Force's signature weapon, the lightsaber. Depending on his archetype, Will could also be important.
'''Races:''' <-Description Any Race can be a Wielder of relative likelihood of various races to join this class.->the Force
'''Alignment:''' Any, though a Wielder of the Force must be of certain alignments to pick specific archetypes.
|ref=Good
|will=Good
|special1=Force Connection, Force Sensitivity, Force Manipulation, Lightsaber Form 1I: Shii Cho
|special2=Deeper Connection
|special3=Augmented Connection
'''Weapon and Armor Proficiency:''' Wielders of the Force are proficient with all martial weapons, and their lightsaber. They are proficient with light armors, but not shields.
'''{{Anchor|Force Connection}} {{Ex}}:''' Your blood is filled with the life force of the universe. You are granted the Force, an enigmatic energy that binds all living beings. At 1st level, you choose one of three optionsarchetypes; Jedi, Gray Jedi, and or Sith.
'''''Jedi:''''' Your secondary stat is Wisdom, as your strength stems from your deep connection to the Light Side of the Force. Jedi must be of good alignment.
'''{{Anchor|Force Manipulation}} {{Ex}}:''' The energy can be manipulated, much like any other, using yourself as the conduit. You can lift, drag, and push anything and everything all around yourself. At level 1, you may use this ability out to a 10ft. radius around yourself, and you can only move these objects as much as you yourself could normally. Whenever you wish to use this unique power, you roll a concentration check in place of the check normally required to perform the task. For example, if you wished to move a heavy object, you would make a concentration check instead of a strength check.
'''{{Anchor|Lightsaber Form 1I: Shii Cho}} {{Ex}}:''' At 1st level, a Wielder of the Force gains a lightsaber as his weapon. A Jedi can choose for his lightsaber to be either a longsword, bastard sword, greatsword or a two-bladed sword, each of brilliant energy. However, unlike normal brilliant energy weapons, a lightsaber can harm undead; constructs; and objects, and deals damage to any armor and shields equal to the damage given to the defender (minus hardness, min 1 excpet against adamantine). The hilt is also unique in sturdiness and can come in many designs. A Wielder of the Force can choose whatever design for a hilt and whatever color of a lightsaber that he wishes. A lightsaber is treated as a one-handed exotic melee weapon or a two-handed martial melee weapon.
The basic form of lightsaber combat is Shii Cho, and was developed during the transition between metal proto-sabers and the modern lightsaber. As such, it was a raw, easy to learn form that didn't much address lightsaber-to-lightsaber combat. While using Shii Cho, the Wielder of the Force gains a bonus to all disarm attempts equal to his secondary stat modifier. All Force sensitives that recurve any formal training know Shii Cho, as it is the form taught to all Jedi younglings and Sith acolytes.
'''{{Anchor|Deeper Connection}} {{Ex}}:''' The Wielder of the Force is constantly training to learn new abilities to harness and use the Force. He may pick three abilities from the following list at 2nd level, and one more at every even level thereafter (4th, 6th, 8th, etc.). At 10th level, the Wielder of the Force picks two abilities from the list instead of one. At 20th level, he picks three abilities from the list instead of one.
'''''Lightsaber Form II: Makashi:''''' This form specializes in lightsaber-on-lightsaber combat, relying on precision, parries, and ripostes to outmaneuver and overpower opponents. Whenever a melee attack is made against the Wielder of the Force, he can use an Attack of Opportunity to attempt to parry the attack. Roll an attack roll, and if your attack roll beats the triggering attack's roll, the attack is parried. Whenever an attack is successfully parried in this manner, the Wielder of the Force can make an attack against the attacker as part of the Attack of Opportunity spent to parry the attack. When using this style, the Wielder of the Force gains a bonus on all lightsaber attacks equal to their Dexterity modifier.
'''''Lightsaber Form III: Soresu:'''''This form is an incredibly defensive dueling style of lightsaber combat, granting a +2 shield bonus to AC, which stacks with other shield bonuses. If he chooses to fight defensively while attacking using this form, he only receives a -2 penalty to attacks for the round, while receiving a +4 bonus to AC from fighting defensively. If taking the Total Defense action, he instead gains a +8 to AC in place of attacking. While taking the total defense action, any time a melee attack misses the Wielder of the Force, he may choose to expend an Attack of Opportunity to retaliate with a +2 to his attack roll, as he capitalizes on his opponent's mistakes.
'''''Lightsaber Form IV: AtaruuAtaru:'''''This acrobatic form is often referred to as "The Aggression Form" due to its reliance on an overwhelming onslaught of strikes to overpower the enemy. Due to the aggressive speed and focus on using the Force to augment combat power, users of this form get an extra attack at their highest BAB with their lightsaber. When in an area where there is at least 5 feet of space above the enemy, a user of Ataru can choose to flip, somersault, or otherwise jump over the head of the enemy with every strike, attacking from a variety of unexpected angles. Each time this is done, roll an Acrobatics check and add half of the result to the attack (Maximum bonus equal to WotF level + 3).
'''''Lightsaber Form V: Shien/Djem So:'''''This style is a more aggressive version of Soresu, focusing mainly on redirecting attacks back at the enemy. When fighting defensively, practitioners of this form may redirect any deflected ranged attacks back at the enemy that made the attack. Any time that a ranged attack is deflected, roll your own attack roll against the AC of any enemy in range of the attack. If the new attack roll beats their AC, the damage and effects of the ranged attack are made against the new target instead. If a melee attack misses the Wielder of the Force while fighting defensively using this form, he may choose to expend an Attack of Opportunity to retaliate with a +2 to his attack roll.
'''''Lightsaber Form VI: Niman:'''''This form emphasized the use of Force Powers over the intense physical requirements of forms IV and V, creating a less aggressive form that pulled from all of the previous
'''''Lightsaber Form VII: Juyo:'''''
'''''Control Pain:''''' A number of times per day equal to 1+ his secondary stat modifier, a Wielder of the Force may, for one round, reduce all damage taken by half. This is not considered resistance, but instead applies to damage once resistances and weaknesses are already applied.
'''''Force Barrier:'''''' A Wielder of the Force can, as a standard action, create a shimmering blue bubble of Force around their body, capable of deflecting any and all attacks. Maintaining the bubble is a full round action, during which time the only thing that can be done is meditation. A full or short rest can be taken while inside and maintaining the bubble. At 6th level, this ability can be used on an enemy. The target must make a Reflex saving throw (DC 10 + WotF level + his secondary stat mod), or be trapped inside the indestructible bubble until the Wielder's concentration is broken, or until the bubble is no longer maintained.
'''''Force Block:'''''' A Wielder of the Force can block any airborne object coming his way. As In place of an Attack of opportunity (This ability can be used similar to a reaction , in response to any ranged attack entering a 30 ft radius of the Wielder of Force), a number of times per day equal to his Wielder of the Force level, he can block 10 pounds of matter per character level. This ability can affect objects in a 30 foot radius, and lasts until the end of your next turn after activation. Enemies entering this range are slowed to half speed unless they succeed a Fortitude save (10 + 1/2 WotF level + secondary stat mod).
'''''Force Choke:''''' A Wielder of the Force can channel their hatred into an almost unbreakable chokehold using the Force. The target must make a Fortitude save (DC 10 + WotF level + his secondary stat mod), or be locked in a chokehold. Each round, a contested strength check must be made. If the target wins, the hold is broken. Each round that the hold is maintained, the target takes 1d6 force damage for every 2 WotF levels.
'''''Force Healing:''''' A Wielder of the Force can channel power into another person's body to heal their wounds. A number of times per day equal to 1 + his secondary stat mod, he can recreate the Cure Wounds spell. At 5th level and every 4 levels after, this ability can recreate the next most powerful version of the Cure Wounds spell (Cure Moderate Wounds, Cure Serious Wounds, etc.).
'''''Force Judgement:''''' A Wielder of the Force can recreate the effects of the Lightning Bolt spell, using his WotF level as his caster level. Since this ability is a manifestation of a deep connection with the tranquility of the Force, it deals nonlethal damage, instead of the lethal damage of its Dark Side counterpart. Can only be taken by Jedi or Gray Jedi.
'''''Force Jump:''''' A Wielder of the Force can jump great distances by propelling himself with the Force. Whenever he jumps, he may choose to extend the distance or height to a number of feet equal to 5 x his WotF level, and he is always considered as having a running start for the purpose of making jump checks.
'''''Force Push:''''' A Wielder of the Force can repel targets using the Force. As a standard action, he may make a ranged touch attack roll against a target within 30 feet. If the attack is successful, the target is pushed back 5 feet for every 2 WotF levels. If the target is knocked back into a wall, or into another target, they are stopped, and take 1d6 bludgeoning damage for every 5 feet they were supposed to be pushed. If they are knocked into another target, that target takes half as much damage.
'''''Force Repulse:''''' Requires Force Whirlwind. The Wielder of the Force sends out a telekinetic explosion of Force energy. All targets in a 30 ft radius take 1d6 force damage per WotF level, and are pushed back to the outside square of the radius, then another 10 feet beyond that per WotF level. If an enemy is knocked back into a wall, or into another target, they are stopped, and take 1d6 bludgeoning damage for every 5 feet they were supposed to be pushed. If they are knocked into another target, that target takes half as much damage. A successful Reflex save (DC 10 + WotF level + secondary stat mod) negates the push and halves the damage.
'''''Force Speed:''''' A Wielder of the Force is capable of great speeds, using the Force to cross great distances quickly. Upon taking this ability, his movement speed doubles. At 8th level, the speed becomes tripled. At 16th level, it becomes quadrupled.
'''''Force Valor:''''' A Wielder of the Force can inspire bravery and competence in his allies. As a standard action, he can create an aura that grants all allies within his Force Presence the effects of the Haste spell. As a swift action on his turn, he may maintain this aura.
'''''Force Wave:''''' Requires Force Whirlwind. The Wielder of the Force pushes out in every direction, sending a horizontal shockwave out in a 20 ft radius, but only along the ground. This deals 1d6 force damage to all enemies in the area, and pushes them back to the outside of the radius, then another 10 feet beyond that. If an enemy is knocked back into a wall, or into another target, they are stopped, and take 1d6 bludgeoning damage for every 5 feet they were supposed to be pushed. If they are knocked into another target, that target takes half as much damage. A successful Reflex save (DC 10 + WotF level + secondary stat mod) negates the push and halves the damage.
'''''Force Whirlwind:''''' Requires Force Push. The Wielder of the Force whips up the air around a target, creating a whirlwind that lifts the target into the air. The target must make a successful Reflex save (DC 10 + WotF level + secondary stat mod), or be lifted one foot into the air and spun uncontrollably. The target is unable to do anything until the end of your next turn, after which they will be dropped onto the ground, falling prone and taking 1d6 force damage per three WotF levels (minimum 1d6). This ability can be used every 1d4+1 rounds.
'''''Mind Trick:''''' A Wielder of the Force can affect the minds of others, allowing them to impart their will onto othersthose they target. A number of times per day equal to 1 + his secondary stat mod, he may recreate the effects of the Suggestion spell (DC 10 + WotF level + secondary stat mod).
'''''Saber Throw:''''' A Wielder of the Force is proficient with using the Force to throw and recall his lightsaber. When in his hands, the lightsaber is considered to be a throwing and returning weapon. It will return after every attack, not at the end of the round, allowing join him to throw it for every attack in the round if he desires.
'''''Saber Ward:''''' On a successful Reflex save (DC 10 + the attack roll), a Wielder of the Force can use his lightsaber to block ranged attacks coming his way. At 2nd level, he can block ranged attacks within a 10 ft radius of himself. He can block an extra 10 ft every even level after 2nd. This ability can affect range attacks in a 30 foot spread from the worker Wielder of the Force.
'''''ShatterpointsShatterpoint:''''' Requires Battle Precognition. Some Wielders of the Force are gifted with the ability to see Shatterpoints, which are essentially fault lines in the Force, showing weak points in people or objects. When a user of Shatterpoint examines an onject or structure, they have a 20% chance of finding a Shatterpoint. if struck, this point multiplies any damage dealt to the structure through that location by 10. At the start of combat, each enemy in the perception range of a user of Shatterpoint has a 10% chance to reveal a Shatterpoint. When struck, the point guarantees a critical hit on any successful hit, regardless of the number on the d20. Each Shatterpoint can be struck only once, and unless it is on an object or structure, it lasts for two rounds before disappearing.
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